* Fire extinguishers now put out candles This did not actually require any changes to flammable or extinguishers directly, the only necessary changes were to make the collision actually work. Vapor entities (also used for fire extinguishers) now have a collision layer, so they can hit items. Added a new FlammableSetCollisionWake component to actually enable collision on candles while they are lit, because otherwise CollisionWake on entities gets in the way too. * Extinguishing items is now relayed to held/worn items This means held candles get extinguished too. Involved moving the core logic of ExtinguishReaction into an event so that it can be relayed via the existing hand/inventory relay logic. * Add helper functions for subscribing to relayed events. Use these in FlammableSystem * Make extinguishers work on cigarettes too A bunch of renaming to make the rest of my code work with SmokableComponent --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
179 lines
8.1 KiB
C#
179 lines
8.1 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.Damage;
|
|
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;
|
|
|
|
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);
|
|
|
|
// by-ref events
|
|
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, IsWeightlessEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetSpeedModifierContactCapEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetSlowedOverSlipperyModifierEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ModifySlowOnDamageSpeedEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ExtinguishEvent>(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<RefreshMovementSpeedModifiersEvent>
|
|
/// </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; }
|
|
}
|