using Content.Shared.Armor;
using Content.Shared.Chat;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Hypospray.Events;
using Content.Shared.Climbing.Events;
using Content.Shared.Damage;
using Content.Shared.Electrocution;
using Content.Shared.Explosion;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Gravity;
using Content.Shared.IdentityManagement.Components;
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.Radio;
using Content.Shared.Slippery;
using Content.Shared.Strip.Components;
using Content.Shared.Temperature;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Events;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
///
/// Subscribes the inventory component to a range of events, enabling automatic relaying of relevant events to equipped items in specified inventory slots.
///
public void InitializeRelay()
{
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
// by-ref events
SubscribeLocalEvent(RefRelayInventoryEvent);
SubscribeLocalEvent(RefRelayInventoryEvent);
SubscribeLocalEvent(RefRelayInventoryEvent);
SubscribeLocalEvent(RefRelayInventoryEvent);
SubscribeLocalEvent(RefRelayInventoryEvent);
// Eye/vision events
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
SubscribeLocalEvent(RelayInventoryEvent);
// ComponentActivatedClientSystems
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent>(OnGetEquipmentVerbs);
}
protected void RefRelayInventoryEvent(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
{
RelayEvent((uid, component), ref args);
}
protected void RelayInventoryEvent(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
{
RelayEvent((uid, component), args);
}
public void RelayEvent(Entity 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(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(Entity inventory, T args) where T : IInventoryRelayEvent
{
if (args.TargetSlots == SlotFlags.NONE)
return;
var ev = new InventoryRelayedEvent(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 args)
{
// Automatically relay stripping related verbs to all equipped clothing.
var ev = new InventoryRelayedEvent>(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);
}
}
}
///
/// Event wrapper for relayed events.
///
///
/// 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<RefreshMovementSpeedModifiersEvent>
///
public sealed class InventoryRelayedEvent : EntityEventArgs
{
public TEvent Args;
public InventoryRelayedEvent(TEvent args)
{
Args = args;
}
}
public interface IClothingSlots
{
SlotFlags Slots { get; }
}
///
/// Events that should be relayed to inventory slots should implement this interface.
///
public interface IInventoryRelayEvent
{
///
/// What inventory slots should this event be relayed to, if any?
///
///
/// In general you may want to exclude , given that those items are not truly
/// "equipped" by the user.
///
public SlotFlags TargetSlots { get; }
}