Files
OldThink/Content.Shared/Inventory/InventorySystem.Relay.cs
withoutcode333 0e4e5b7805 Upstream core (#282)
* yes

(cherry picked from commit a6b5e1c66dfe4241977bcde753af594392164eca)

* Is real, navernoe (#944)

* its real

* fix shield

* remove comments game preset

* maximum predicted

* fixes

* АААААААААААААААААААААААААААА ПОМОГИТЕ Я ЕБНУЛСЯ ПОКА ФИКСИЛ ЭТУ ЗАЛУПУ

* govnoedit

* secret

(cherry picked from commit 22c7b68048590b5098efbfff0d0f5205d3a64c48)

* [Feature/Tweaks] Raznoe (#934)

* make thruster great again

* make hardsuit hos great again

* new ficha for medical hud

* fix

* vrode da

* GOOOVNO REMIX REVERB EXTRA

* fix

* правки

---------

Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
(cherry picked from commit 141e61a0449873842f46d83eff9e9ce857147d60)

* Automatic changelog update

(cherry picked from commit d14fe5fb6c934ed522df0b5bc453e4c04707a6db)

* [Feature] Executions (#932)

* based

* cleanup

* cleanup + fixes

* fix

* fix

* fix ftl

* Update Resources/Locale/ru-RU/_white/executions/execution.ftl

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Update execution.ftl

* правки

* vrode norm

* da

---------

Co-authored-by: BIGZi0348 <118811750+BIGZi0348@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
(cherry picked from commit 83e164172f8e290acee7634f14ac51281be020ad)

* Automatic changelog update

(cherry picked from commit 71f907c563a30a1fc7ef5751a4d6f2c780a14f4c)

* hotfix (#946)

(cherry picked from commit f577caec41ab277ee8fc1c18fe64f7e26a6e50f5)

---------

Co-authored-by: RavmorganButOnCocaine <valtos@nextmail.ru>
2025-04-13 19:03:49 +05:00

157 lines
7.0 KiB
C#

using Content.Shared._White.BuffedFlashGrenade;
using Content.Shared._White.DeadWithoutMind;
using Content.Shared._White.Events;
using Content.Shared._White.StaminaProtection;
using Content.Shared.Changeling;
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, AdjustTemperatureEvent>(RelayInventoryEvent); // WD
SubscribeLocalEvent<InventoryComponent, StaminaDamageModifyEvent>(RelayInventoryEvent); // WD
SubscribeLocalEvent<InventoryComponent, ChemRegenModifyEvent>(RelayInventoryEvent); // WD
SubscribeLocalEvent<InventoryComponent, ChangelingRefundEvent>(RelayInventoryEvent); // WD
SubscribeLocalEvent<InventoryComponent, EnergyDomeClothesTurnOffEvent>(RelayInventoryEvent); // WD
SubscribeLocalEvent<InventoryComponent, GetFlashbangedEvent>(RelayInventoryEvent); // WD
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<ShowJobIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthBarsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHungerIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowThirstIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowMindShieldIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowAntagonistIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowCriminalRecordIconsComponent>>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowDeadWithoutMindComponent>>(RelayInventoryEvent); // Parsec
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;
}
}
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; }
}