* PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
138 lines
5.7 KiB
C#
138 lines
5.7 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;
|
|
|
|
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<ShowHealthBarsComponent>>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthIconsComponent>>(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
|
|
{
|
|
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 (!slotDef.StripHidden || args.User == uid)
|
|
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;
|
|
}
|
|
}
|
|
|
|
/// <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; }
|
|
}
|