Files
tbd-station-14/Content.Shared/Inventory/InventorySystem.Relay.cs
PrPleGoo eed663e8b4 Add health bar overlays for eye equipment (#21980)
* 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>
2024-01-04 11:48:57 -05:00

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&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; }
}