Files
tbd-station-14/Content.Shared/Inventory/InventorySystem.Relay.cs
Kara 2d5ec7f85c Id[entity] 2.0 (real) (#9612)
* starter API

* network ID cards

* Port more stuff from old identity

* Re-implement identity representation + name updating

* move

* proper name returning for `IdentityName`

* move everything important to server, give in to  temptation

* shared / server / client split sadly. move ensure to shared and spawn to server

* identity update queueing + identityblocker

* fixes

* and just like that it's usable for admins

* huge identity pass

* pass dos

* jesus christ

* figs :D

* fuck u

* fix bad merge.

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
2022-07-10 20:36:53 -05:00

49 lines
2.0 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Electrocution;
using Content.Shared.Explosion;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Slippery;
using Content.Shared.Strip.Components;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
public void InitializeRelay()
{
SubscribeLocalEvent<InventoryComponent, DamageModifyEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, BeforeStripEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
{
var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
while(containerEnumerator.MoveNext(out var container))
{
if(!container.ContainedEntity.HasValue) continue;
RaiseLocalEvent(container.ContainedEntity.Value, args, false);
}
}
}
/// <summary>
/// Events that should be relayed to inventory slots should implement this interface.
/// </summary>
public interface IInventoryRelayEvent
{
/// <summary>
/// What inventory slots should this event be relayed to, if any?
/// </summary>
/// <remarks>
/// In general you may want to exclude <see cref="SlotFlags.POCKET"/>, given that those items are not truly
/// "equipped" by the user.
/// </remarks>
public SlotFlags TargetSlots { get; }
}