Files
crystall-punk-14/Content.Shared/Inventory/InventorySystem.Relay.cs

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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;
Only sec glasses can show contraband: second attempt (#36412) * Add base code for cheking contraband in hud * Fix missing using in InventorySystem.Relay * Fix errors and update HUD yml * Add show contraband with component on entity * fix component description * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update "if" for check if ent hasComp in contrabandSystem * Remove << InventorySystem.Relay.cs * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/CCVar/CCVars.Game.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix partial class ShowContrabandSystem Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Inventory/InventorySystem.Relay.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Some update ShowContrabandSystem * Try with record struct * back again ti default class with EntityEventArgs * Remove EntityEventArgs * Finally use record struct --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-27 00:06:34 +03:00
using Content.Shared.Contraband;
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
using Content.Shared.Damage;
using Content.Shared.Damage.Events;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
using Content.Shared.Electrocution;
using Content.Shared.Emoting;
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
using Content.Shared.Explosion;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Flash;
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using Content.Shared.Gravity;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Implants;
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.Projectiles;
2023-02-19 06:27:56 +13:00
using Content.Shared.Radio;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
using Content.Shared.Slippery;
using Content.Shared.Strip.Components;
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using Content.Shared.Temperature;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Wieldable;
using Content.Shared.Zombies;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
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);
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SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
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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);
SubscribeLocalEvent<InventoryComponent, ZombificationResistanceQueryEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, IsEquippingTargetAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, IsUnequippingTargetAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ChameleonControllerOutfitSelectedEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, BeforeEmoteEvent>(RelayInventoryEvent);
// by-ref events
Mob Movement Major Refactor (#36847) * Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 01:18:08 -07:00
SubscribeLocalEvent<InventoryComponent, RefreshFrictionModifiersEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, BeforeStaminaDamageEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, IsWeightlessEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetSpeedModifierContactCapEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetSlowedOverSlipperyModifierEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifySlowOnDamageSpeedEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ExtinguishEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ProjectileReflectAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, HitScanReflectAttemptEvent>(RefRelayInventoryEvent);
Only sec glasses can show contraband: second attempt (#36412) * Add base code for cheking contraband in hud * Fix missing using in InventorySystem.Relay * Fix errors and update HUD yml * Add show contraband with component on entity * fix component description * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update "if" for check if ent hasComp in contrabandSystem * Remove << InventorySystem.Relay.cs * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/CCVar/CCVars.Game.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix partial class ShowContrabandSystem Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Inventory/InventorySystem.Relay.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Some update ShowContrabandSystem * Try with record struct * back again ti default class with EntityEventArgs * Remove EntityEventArgs * Finally use record struct --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-27 00:06:34 +03:00
SubscribeLocalEvent<InventoryComponent, GetContrabandDetailsEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, WieldAttemptEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, UnwieldAttemptEvent>(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);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<BlackAndWhiteOverlayComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<NoirOverlayComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<InnateVerb>>(OnGetInnateVerbs);
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
}
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
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
{
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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))
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
{
RaiseLocalEvent(item, ev);
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
}
}
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);
}
}
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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}
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/// <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;
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/// </remarks>
public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
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{
public TEvent Args;
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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; }
}