Files
tbd-station-14/Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs
Princess Cheeseballs e85bc1bb8c Stunnable New Status and Cleanup (#38618)
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-07-21 19:22:11 +02:00

64 lines
2.6 KiB
C#

using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.StatusEffectNew.Components;
using Content.Shared.Stunnable;
using Robust.Shared.Player;
namespace Content.Shared.StatusEffectNew;
public sealed partial class StatusEffectsSystem
{
private void InitializeRelay()
{
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RefreshMovementSpeedModifiersEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, UpdateCanMoveEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RefreshFrictionModifiersEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, TileFrictionEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, StandUpAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, StunEndAttemptEvent>(RefRelayStatusEffectEvent);
}
private void RefRelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, ref T args) where T : struct
{
RelayEvent((uid, component), ref args);
}
private void RelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, T args) where T : class
{
RelayEvent((uid, component), args);
}
public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, ref T args) where T : struct
{
// this copies the by-ref event if it is a struct
var ev = new StatusEffectRelayedEvent<T>(args);
foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects?.ContainedEntities ?? [])
{
RaiseLocalEvent(activeEffect, ref ev);
}
// and now we copy it back
args = ev.Args;
}
public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, T args) where T : class
{
// this copies the by-ref event if it is a struct
var ev = new StatusEffectRelayedEvent<T>(args);
foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects?.ContainedEntities ?? [])
{
RaiseLocalEvent(activeEffect, ref ev);
}
}
}
/// <summary>
/// Event wrapper for relayed events.
/// </summary>
[ByRefEvent]
public record struct StatusEffectRelayedEvent<TEvent>(TEvent Args);