* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
190 lines
9.0 KiB
C#
190 lines
9.0 KiB
C#
using Content.Shared.Armor;
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using Content.Shared.Atmos;
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using Content.Shared.Chat;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Hypospray.Events;
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using Content.Shared.Climbing.Events;
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using Content.Shared.Contraband;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Events;
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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.Gravity;
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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.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.Overlays;
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using Content.Shared.Projectiles;
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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 Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Zombies;
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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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SubscribeLocalEvent<InventoryComponent, RefreshNameModifiersEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, TransformSpeakerNameEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SelfBeforeHyposprayInjectsEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, TargetBeforeHyposprayInjectsEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SelfBeforeGunShotEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SelfBeforeClimbEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, CoefficientQueryEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ZombificationResistanceQueryEvent>(RelayInventoryEvent);
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// by-ref events
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SubscribeLocalEvent<InventoryComponent, RefreshFrictionModifiersEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, BeforeStaminaDamageEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, IsWeightlessEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetSpeedModifierContactCapEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetSlowedOverSlipperyModifierEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ModifySlowOnDamageSpeedEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ExtinguishEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ProjectileReflectAttemptEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, HitScanReflectAttemptEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetContrabandDetailsEvent>(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<ShowJobIconsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthBarsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthIconsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHungerIconsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowThirstIconsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowMindShieldIconsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSyndicateIconsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowCriminalRecordIconsComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<BlackAndWhiteOverlayComponent>>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
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SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<InnateVerb>>(OnGetInnateVerbs);
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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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RelayEvent((uid, component), ref 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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RelayEvent((uid, component), args);
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}
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public void RelayEvent<T>(Entity<InventoryComponent> inventory, ref 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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// this copies the by-ref event if it is a struct
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var ev = new InventoryRelayedEvent<T>(args);
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var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
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while (enumerator.NextItem(out var item))
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{
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RaiseLocalEvent(item, 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<InventoryComponent> inventory, 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 ev = new InventoryRelayedEvent<T>(args);
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var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
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while (enumerator.NextItem(out var item))
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{
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RaiseLocalEvent(item, 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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var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args);
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var enumerator = new InventorySlotEnumerator(component);
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while (enumerator.NextItem(out var item, out var slotDef))
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{
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if (!_strippable.IsStripHidden(slotDef, args.User) || args.User == uid)
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RaiseLocalEvent(item, ev);
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}
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}
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private void OnGetInnateVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<InnateVerb> args)
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{
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// Automatically relay stripping related verbs to all equipped clothing.
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var ev = new InventoryRelayedEvent<GetVerbsEvent<InnateVerb>>(args);
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var enumerator = new InventorySlotEnumerator(component, SlotFlags.WITHOUT_POCKET);
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while (enumerator.NextItem(out var item))
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{
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RaiseLocalEvent(item, 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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public interface IClothingSlots
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{
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SlotFlags Slots { get; }
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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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