* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
45 lines
1.7 KiB
C#
45 lines
1.7 KiB
C#
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.Movement.EntitySystems;
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using Content.Shared.Slippery;
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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, GetExplosionResistanceEvent>(RelayInventoryEvent);
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}
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protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
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{
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var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
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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, args, false);
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}
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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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