Equip and unequip triggers (#39675)

* added equip and unequip triggers for equipment and equipee

* Update Content.Shared/Trigger/Components/Triggers/TriggerOnDidEquipComponent.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Artxmisery
2025-08-16 13:50:32 +00:00
committed by GitHub
parent 0947e2cd22
commit 71f5c2d665
5 changed files with 142 additions and 0 deletions

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using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
/// <summary>
/// Triggers when an entity equips another entity.
/// The user is the entity being equipped.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnDidEquipComponent : BaseTriggerOnXComponent
{
/// <summary>
/// The slots entities being equipped to will trigger the entity.
/// </summary>
[DataField, AutoNetworkedField]
public SlotFlags SlotFlags;
}

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using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
/// <summary>
/// Triggers when an entity unequips another entity.
/// The user is the entity being unequipped.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnDidUnequipComponent : BaseTriggerOnXComponent
{
/// <summary>
/// The slots that entities being unequipped from will trigger the entity.
/// </summary>
[DataField, AutoNetworkedField]
public SlotFlags SlotFlags;
}

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using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
/// <summary>
/// Triggers when an entity is equipped to another entity.
/// The user is the entity being equipped to (i.e. the equipee).
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnGotEquippedComponent : BaseTriggerOnXComponent
{
/// <summary>
/// The slots that being equipped to will trigger the entity.
/// </summary>
[DataField, AutoNetworkedField]
public SlotFlags SlotFlags;
}

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using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
/// <summary>
/// Triggers when an entity is unequipped from another entity.
/// The user is the entity being unequipped from (i.e. the (un)equipee).
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnGotUnequippedComponent : BaseTriggerOnXComponent
{
/// <summary>
/// The slots that being unequipped from will trigger the entity.
/// </summary>
[DataField, AutoNetworkedField]
public SlotFlags SlotFlags;
}

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using Content.Shared.Trigger.Components.Triggers;
using Robust.Shared.Timing;
using Content.Shared.Inventory.Events;
namespace Content.Shared.Trigger.Systems;
/// <summary>
/// System for creating triggers when entities are equipped or unequipped from inventory slots.
/// </summary>
public sealed class TriggerOnEquipmentSystem : EntitySystem
{
[Dependency] private readonly TriggerSystem _trigger = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TriggerOnDidEquipComponent, DidEquipEvent>(OnDidEquip);
SubscribeLocalEvent<TriggerOnDidUnequipComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<TriggerOnGotEquippedComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<TriggerOnGotUnequippedComponent, GotUnequippedEvent>(OnGotUnequipped);
}
// Used by entities when equipping or unequipping other entities
private void OnDidEquip(Entity<TriggerOnDidEquipComponent> ent, ref DidEquipEvent args)
{
if (_timing.ApplyingState)
return;
if ((ent.Comp.SlotFlags & args.SlotFlags) == 0)
return;
_trigger.Trigger(ent.Owner, args.Equipment, ent.Comp.KeyOut);
}
private void OnDidUnequip(Entity<TriggerOnDidUnequipComponent> ent, ref DidUnequipEvent args)
{
if (_timing.ApplyingState)
return;
if ((ent.Comp.SlotFlags & args.SlotFlags) == 0)
return;
_trigger.Trigger(ent.Owner, args.Equipment, ent.Comp.KeyOut);
}
// Used by entities when they get equipped or unequipped
private void OnGotEquipped(Entity<TriggerOnGotEquippedComponent> ent, ref GotEquippedEvent args)
{
if (_timing.ApplyingState)
return;
if ((ent.Comp.SlotFlags & args.SlotFlags) == 0)
return;
_trigger.Trigger(ent.Owner, args.Equipee, ent.Comp.KeyOut);
}
private void OnGotUnequipped(Entity<TriggerOnGotUnequippedComponent> ent, ref GotUnequippedEvent args)
{
if (_timing.ApplyingState)
return;
if ((ent.Comp.SlotFlags & args.SlotFlags) == 0)
return;
_trigger.Trigger(ent.Owner, args.Equipee, ent.Comp.KeyOut);
}
}