Files
tbd-station-14/Content.Shared/Inventory/InventorySystem.Relay.cs
IntegerTempest 615f15e8a9 Nukeops hud (#21260)
* a

* a

* a2

* syndi visor

* left icon

* a3
2023-11-05 19:36:08 -07:00

142 lines
5.8 KiB
C#

using Content.Shared.Chemistry;
using Content.Shared.Damage;
using Content.Shared.Electrocution;
using Content.Shared.Explosion;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Overlays;
using Content.Shared.Radio;
using Content.Shared.Slippery;
using Content.Shared.Strip.Components;
using Content.Shared.Temperature;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
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, BeforeStripEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetDefaultRadioChannelEvent>(RelayInventoryEvent);
// by-ref events
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
// Eye/vision events
SubscribeLocalEvent<InventoryComponent, CanSeeAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetEyeProtectionEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetBlurEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SolutionScanEvent>(RelayInventoryEvent);
// ComponentActivatedClientSystems
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSecurityIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHungerIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowThirstIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSyndicateIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
}
protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
{
var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
// this copies the by-ref event
var ev = new InventoryRelayedEvent<T>(args);
while (containerEnumerator.MoveNext(out var container))
{
if (!container.ContainedEntity.HasValue) continue;
RaiseLocalEvent(container.ContainedEntity.Value, ev);
}
// and now we copy it back
args = ev.Args;
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
{
if (args.TargetSlots == SlotFlags.NONE)
return;
var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
var ev = new InventoryRelayedEvent<T>(args);
while (containerEnumerator.MoveNext(out var container))
{
if (!container.ContainedEntity.HasValue) continue;
RaiseLocalEvent(container.ContainedEntity.Value, ev);
}
}
private void OnGetEquipmentVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<EquipmentVerb> args)
{
// Automatically relay stripping related verbs to all equipped clothing.
if (!_prototypeManager.TryIndex(component.TemplateId, out InventoryTemplatePrototype? proto))
return;
if (!TryComp(uid, out ContainerManagerComponent? containers))
return;
var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args);
foreach (var slotDef in proto.Slots)
{
if (slotDef.StripHidden && args.User != uid)
continue;
if (!containers.TryGetContainer(slotDef.Name, out var container))
continue;
if (container is not ContainerSlot slot || slot.ContainedEntity is not { } ent)
continue;
RaiseLocalEvent(ent, ev);
}
}
}
/// <summary>
/// Event wrapper for relayed events.
/// </summary>
/// <remarks>
/// This avoids nested inventory relays, and makes it easy to have certain events only handled by the initial
/// target entity. E.g. health based movement speed modifiers should not be handled by a hat, even if that hat
/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
/// InventoryRelayedEvent&lt;RefreshMovementSpeedModifiersEvent&gt;
/// </remarks>
public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
{
public TEvent Args;
public InventoryRelayedEvent(TEvent args)
{
Args = args;
}
}
/// <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; }
}