Files
tbd-station-14/Content.Shared/Inventory/InventorySystem.Relay.cs
qrwas 6d935ced3a Only sec glasses can show contraband: second attempt (#36412)
* Add base code for cheking contraband in hud

* Fix missing using in InventorySystem.Relay

* Fix errors and update HUD yml

* Add show contraband with component on entity

* fix component description

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Update "if" for check if ent hasComp in contrabandSystem

* Remove << InventorySystem.Relay.cs

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/CCVar/CCVars.Game.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix partial class ShowContrabandSystem

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Inventory/InventorySystem.Relay.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Some update ShowContrabandSystem

* Try with record struct

* back again ti default class with EntityEventArgs

* Remove EntityEventArgs

* Finally use record struct

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-26 17:06:34 -04:00

185 lines
8.5 KiB
C#

using Content.Shared.Armor;
using Content.Shared.Atmos;
using Content.Shared.Chat;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Hypospray.Events;
using Content.Shared.Climbing.Events;
using Content.Shared.Contraband;
using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Electrocution;
using Content.Shared.Explosion;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Gravity;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.NameModifier.EntitySystems;
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 Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Zombies;
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);
SubscribeLocalEvent<InventoryComponent, RefreshNameModifiersEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, TransformSpeakerNameEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SelfBeforeHyposprayInjectsEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, TargetBeforeHyposprayInjectsEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SelfBeforeGunShotEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SelfBeforeClimbEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, CoefficientQueryEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ZombificationResistanceQueryEvent>(RelayInventoryEvent);
// by-ref events
SubscribeLocalEvent<InventoryComponent, BeforeStaminaDamageEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, IsWeightlessEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetSpeedModifierContactCapEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetSlowedOverSlipperyModifierEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifySlowOnDamageSpeedEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ExtinguishEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetContrabandDetailsEvent>(RefRelayInventoryEvent);
// Eye/vision events
SubscribeLocalEvent<InventoryComponent, CanSeeAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetEyeProtectionEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetBlurEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SolutionScanEvent>(RelayInventoryEvent);
// ComponentActivatedClientSystems
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowJobIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthBarsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHungerIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowThirstIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowMindShieldIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSyndicateIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowCriminalRecordIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<InnateVerb>>(OnGetInnateVerbs);
}
protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
{
RelayEvent((uid, component), ref args);
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
{
RelayEvent((uid, component), args);
}
public void RelayEvent<T>(Entity<InventoryComponent> inventory, ref T args) where T : IInventoryRelayEvent
{
if (args.TargetSlots == SlotFlags.NONE)
return;
// this copies the by-ref event if it is a struct
var ev = new InventoryRelayedEvent<T>(args);
var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
while (enumerator.NextItem(out var item))
{
RaiseLocalEvent(item, ev);
}
// and now we copy it back
args = ev.Args;
}
public void RelayEvent<T>(Entity<InventoryComponent> inventory, T args) where T : IInventoryRelayEvent
{
if (args.TargetSlots == SlotFlags.NONE)
return;
var ev = new InventoryRelayedEvent<T>(args);
var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
while (enumerator.NextItem(out var item))
{
RaiseLocalEvent(item, ev);
}
}
private void OnGetEquipmentVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<EquipmentVerb> args)
{
// Automatically relay stripping related verbs to all equipped clothing.
var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args);
var enumerator = new InventorySlotEnumerator(component);
while (enumerator.NextItem(out var item, out var slotDef))
{
if (!_strippable.IsStripHidden(slotDef, args.User) || args.User == uid)
RaiseLocalEvent(item, ev);
}
}
private void OnGetInnateVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<InnateVerb> args)
{
// Automatically relay stripping related verbs to all equipped clothing.
var ev = new InventoryRelayedEvent<GetVerbsEvent<InnateVerb>>(args);
var enumerator = new InventorySlotEnumerator(component, SlotFlags.WITHOUT_POCKET);
while (enumerator.NextItem(out var item))
{
RaiseLocalEvent(item, 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;
}
}
public interface IClothingSlots
{
SlotFlags Slots { get; }
}
/// <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; }
}