CatStation/Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs
āda 9fd1abcff6
Clumsy status effect + tests (#45262)
* component outline

* System port

* super bonk detour

* working good!

* relay changes

* the death of clumsy

* why it stop working??

* now to test it

* tested it

* Actual genuine tests

* final checks

* buff up catch test

* annoying test fail

* refactor: minor whitespace and var rename changes

* refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-11 10:19:19 +00:00

119 lines
6 KiB
C#

using Content.Shared.Body.Events;
using Content.Shared.Atmos;
using Content.Shared.Chat;
using Content.Shared.Chemistry.Events;
using Content.Shared.Climbing.Events;
using Content.Shared.Damage.Events;
using Content.Shared.Damage.Systems;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Flash;
using Content.Shared.Medical;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Events;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Rejuvenate;
using Content.Shared.Speech;
using Content.Shared.Speech.EntitySystems;
using Content.Shared.StatusEffectNew.Components;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Collections;
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, ModifySlowOnDamageSpeedEvent>(RefRelayStatusEffectEvent);
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, SelfBeforeClimbEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, BeforeForceSayEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, BeforeAlertSeverityCheckEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, SpeakAttemptEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, EmoteActionEvent>(RelayStatusEffectEvent, before: new[] { typeof(VocalSystem) });
SubscribeLocalEvent<StatusEffectContainerComponent, AccentGetEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, EmoteEvent>(RefRelayStatusEffectEvent, before: new[] { typeof(VocalSystem), typeof(MumbleAccentSystem) });
SubscribeLocalEvent<StatusEffectContainerComponent, BleedModifierEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, DamageModifyEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RefreshPressureImmunityEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, SelfBeforeDefibrillatorZapsEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, SelfBeforeInjectEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, CatchAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, SelfBeforeGunShotEvent>(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
{
if(statusEffect.Comp.ActiveStatusEffects?.ContainedEntities is not {} originalCollection || originalCollection.Count == 0)
return;
// this copies the by-ref event if it is a struct
var ev = new StatusEffectRelayedEvent<T>(args, statusEffect);
// Prevent a collection modified enumeration error by copying the list in case a status adds another status
var list = new ValueList<EntityUid>(originalCollection);
foreach (var activeEffect in list)
{
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
{
if (statusEffect.Comp.ActiveStatusEffects?.ContainedEntities is not { } originalCollection || originalCollection.Count == 0)
return;
// this copies the by-ref event if it is a struct
var ev = new StatusEffectRelayedEvent<T>(args, statusEffect);
// Prevent a collection modified enumeration error by copying the list in case a status adds another status
var list = new ValueList<EntityUid>(originalCollection);
foreach (var activeEffect in list)
{
RaiseLocalEvent(activeEffect, ref ev);
}
}
}
/// <summary>
/// Event wrapper for relayed events.
/// </summary>
[ByRefEvent]
public record struct StatusEffectRelayedEvent<TEvent>(TEvent Args, EntityUid AppliedTo);