CatStation/Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs
SlamBamActionman 414e64db25
Move all accents into being RelayAccentSystems, add InventoryRelayedEvent support (#43008)
* Refactor accents a little

* Fix Linter

* Make T happy

* Aaaand fix linter

* Add RelayAccentsComponent

* Update into RelayAccentSystem

* Fix unnecessary override and slurred

* Fix some spacing and formatting

* Update a comment

* Review changes

* cleaning

* partial

* aoao

* destruction

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Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
2026-07-19 00:51:54 +00:00

87 lines
3.9 KiB
C#

using Content.Shared.Body.Events;
using Content.Shared.Damage.Events;
using Content.Shared.Damage.Systems;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Flash;
using Content.Shared.Mobs.Events;
using Content.Shared.Mobs;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Rejuvenate;
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()
{
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RejuvenateEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RefreshMovementSpeedModifiersEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, UpdateCanMoveEvent>(RelayStatusEffectEvent);
// By Ref Events
SubscribeLocalEvent<StatusEffectContainerComponent, MobStateChangedEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RefreshFrictionModifiersEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, TileFrictionEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, StandUpAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, StunEndAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RefreshStaminaCritThresholdEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, CanSeeAttemptEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, FlashAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, BeforeForceSayEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, BeforeAlertSeverityCheckEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, AccentGetEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, BleedModifierEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, DamageModifyEvent>(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);