Files
crystall-punk-14/Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs
Ed 5f7600b6a2 Merge remote-tracking branch 'upstream/stable' into ed-08-09-2025-upstream-sync
# Conflicts:
#	.github/CODEOWNERS
#	Content.IntegrationTests/Tests/CargoTest.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Shared/Chat/SharedChatSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs
#	Content.Shared/Storage/Components/EntityStorageComponent.cs
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml
#	Resources/Prototypes/game_presets.yml
2025-09-08 13:12:50 +03:00

75 lines
3.0 KiB
C#

using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Rejuvenate;
using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Speech;
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()
{
//CP14 Zone
SubscribeLocalEvent<StatusEffectContainerComponent, DamageModifyEvent>(RelayStatusEffectEvent);
//CP14 Zone end
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RejuvenateEvent>(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);
SubscribeLocalEvent<StatusEffectContainerComponent, AccentGetEvent>(RelayStatusEffectEvent);
}
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);