98 lines
7.1 KiB
C#
98 lines
7.1 KiB
C#
using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Speech;
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using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Stunnable;
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using Robust.Shared.Player;
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namespace Content.Shared.StatusEffectNew;
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public sealed partial class StatusEffectsSystem
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{
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private void InitializeRelay()
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{
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
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// SubscribeLocalEvent<StatusEffectContainerComponent, RejuvenateEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, RefreshMovementSpeedModifiersEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, UpdateCanMoveEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, RefreshFrictionModifiersEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, TileFrictionEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, StandUpAttemptEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, StunEndAttemptEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, AccentGetEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.WoundGetDamageEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetWoundsWithSpaceEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetPainEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.HealWoundsEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetBleedLevelEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.PainSuppressionEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeDealBrainDamage>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeDepleteBrainOxygen>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeHealBrainDamage>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.ModifiedVascularToneEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.ModifiedLungFunctionEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.ModifiedMetabolicRateEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.ModifiedCardiacOutputEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.ModifiedRespiratoryRateEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGetMeleeDamageEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGetMeleeAttackRateEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGunRefreshModifiersEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Damage.ModifySlowOnDamageSpeedEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Eye.Blinding.Systems.GetBlurEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Eye.Blinding.Systems.CanSeeAttemptEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.IdentityManagement.Components.SeeIdentityAttemptEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Movement.Pulling.Events.PullStartedMessage>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Movement.Pulling.Events.PullStoppedMessage>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Weapons.Ranged.Events.SelfBeforeGunShotEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Chemistry.Hypospray.Events.SelfBeforeHyposprayInjectsEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Damage.DamageChangedEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Examine.ExaminedEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Verbs.GetVerbsEvent<Content.Shared.Verbs.AlternativeVerb>>(RelayStatusEffectEvent); // Offbrand
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}
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private void RefRelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, ref T args) where T : struct
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{
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RelayEvent((uid, component), ref args);
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}
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private void RelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, T args) where T : class
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{
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RelayEvent((uid, component), args);
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}
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public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, ref T args) where T : struct
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{
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// this copies the by-ref event if it is a struct
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var ev = new StatusEffectRelayedEvent<T>(args);
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foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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RaiseLocalEvent(activeEffect, ref ev);
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}
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// and now we copy it back
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args = ev.Args;
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}
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public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, T args) where T : class
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{
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// this copies the by-ref event if it is a struct
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var ev = new StatusEffectRelayedEvent<T>(args);
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foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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RaiseLocalEvent(activeEffect, ref ev);
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}
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}
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}
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/// <summary>
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/// Event wrapper for relayed events.
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/// </summary>
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[ByRefEvent]
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public record struct StatusEffectRelayedEvent<TEvent>(TEvent Args);
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