* Fix inventory relay ref events * this works too (avoid duplication) --------- Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
141 lines
5.7 KiB
C#
141 lines
5.7 KiB
C#
using Content.Shared.Chemistry;
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using Content.Shared.Damage;
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using Content.Shared.Electrocution;
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using Content.Shared.Explosion;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.IdentityManagement.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Overlays;
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using Content.Shared.Radio;
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using Content.Shared.Slippery;
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using Content.Shared.Strip.Components;
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using Content.Shared.Temperature;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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namespace Content.Shared.Inventory;
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public partial class InventorySystem
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{
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public void InitializeRelay()
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{
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SubscribeLocalEvent<InventoryComponent, DamageModifyEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, BeforeStripEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetDefaultRadioChannelEvent>(RelayInventoryEvent);
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// by-ref events
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SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
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// Eye/vision events
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SubscribeLocalEvent<InventoryComponent, CanSeeAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetEyeProtectionEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetBlurEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SolutionScanEvent>(RelayInventoryEvent);
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// ComponentActivatedClientSystems
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSecurityIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHungerIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowThirstIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
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}
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protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
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{
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var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
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// this copies the by-ref event
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var ev = new InventoryRelayedEvent<T>(args);
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while (containerEnumerator.MoveNext(out var container))
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{
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if (!container.ContainedEntity.HasValue) continue;
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RaiseLocalEvent(container.ContainedEntity.Value, 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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protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
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{
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if (args.TargetSlots == SlotFlags.NONE)
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return;
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var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
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var ev = new InventoryRelayedEvent<T>(args);
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while (containerEnumerator.MoveNext(out var container))
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{
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if (!container.ContainedEntity.HasValue) continue;
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RaiseLocalEvent(container.ContainedEntity.Value, ev);
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}
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}
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private void OnGetEquipmentVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<EquipmentVerb> args)
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{
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// Automatically relay stripping related verbs to all equipped clothing.
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if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? proto))
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return;
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if (!TryComp(uid, out ContainerManagerComponent? containers))
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return;
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var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args);
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foreach (var slotDef in proto.Slots)
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{
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if (slotDef.StripHidden && args.User != uid)
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continue;
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if (!containers.TryGetContainer(slotDef.Name, out var container))
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continue;
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if (container is not ContainerSlot slot || slot.ContainedEntity is not { } ent)
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continue;
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RaiseLocalEvent(ent, 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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/// <remarks>
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/// This avoids nested inventory relays, and makes it easy to have certain events only handled by the initial
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/// target entity. E.g. health based movement speed modifiers should not be handled by a hat, even if that hat
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/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
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/// InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>
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/// </remarks>
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public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
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{
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public TEvent Args;
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public InventoryRelayedEvent(TEvent args)
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{
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Args = args;
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}
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}
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/// <summary>
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/// Events that should be relayed to inventory slots should implement this interface.
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/// </summary>
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public interface IInventoryRelayEvent
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{
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/// <summary>
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/// What inventory slots should this event be relayed to, if any?
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/// </summary>
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/// <remarks>
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/// In general you may want to exclude <see cref="SlotFlags.POCKET"/>, given that those items are not truly
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/// "equipped" by the user.
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/// </remarks>
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public SlotFlags TargetSlots { get; }
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}
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