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# Description Added stamina damage resistance, acts the same way as armor does. Call this shock resistance if you wish :trollface: Just attach StaminaDamageResistance component to an entity with a set multiplier and have fun. Made all hardsuits 25% stun resistant by default. With some variety, e.g. nukie, ERT, captain, HoS suits are 50%, DS are 90%, etc. etc. This will not remove stuneta but it will make it more difficult to stamcrit a traitor or such. Some armor/batong ratios that you need to hit before the target is stamcritted: 0% - 3 batong hits 25% - 4 batong hits 50% - 6 batong hits 75% - 12 batong hits 90% - 28 batong hits :trollface: 100% -  # Changelog 🆑 - add: Added different stamina damage resistance to hardsuits. --------- Co-authored-by: whateverusername0 <whateveremail>
140 lines
5.9 KiB
C#
140 lines
5.9 KiB
C#
using Content.Shared.Chemistry;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Events;
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using Content.Shared.Electrocution;
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using Content.Shared.Explosion;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.IdentityManagement.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Overlays;
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using Content.Shared.Radio;
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using Content.Shared.Slippery;
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using Content.Shared.Strip.Components;
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using Content.Shared.Temperature;
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using Content.Shared.Verbs;
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namespace Content.Shared.Inventory;
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public partial class InventorySystem
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{
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public void InitializeRelay()
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{
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SubscribeLocalEvent<InventoryComponent, DamageModifyEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, TakeStaminaDamageEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, BeforeStripEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetDefaultRadioChannelEvent>(RelayInventoryEvent);
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// by-ref events
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SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
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// Eye/vision events
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SubscribeLocalEvent<InventoryComponent, CanSeeAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetEyeProtectionEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetBlurEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, SolutionScanEvent>(RelayInventoryEvent);
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// ComponentActivatedClientSystems
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSecurityIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthBarsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHungerIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowThirstIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSyndicateIconsComponent>>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
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}
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protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
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{
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RelayEvent((uid, component), ref args);
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}
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protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
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{
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RelayEvent((uid, component), args);
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}
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public void RelayEvent<T>(Entity<InventoryComponent> inventory, ref T args) where T : IInventoryRelayEvent
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{
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if (args.TargetSlots == SlotFlags.NONE)
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return;
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// this copies the by-ref event if it is a struct
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var ev = new InventoryRelayedEvent<T>(args);
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var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
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while (enumerator.NextItem(out var item))
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{
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RaiseLocalEvent(item, ev);
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}
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// and now we copy it back
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args = ev.Args;
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}
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public void RelayEvent<T>(Entity<InventoryComponent> inventory, T args) where T : IInventoryRelayEvent
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{
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if (args.TargetSlots == SlotFlags.NONE)
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return;
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var ev = new InventoryRelayedEvent<T>(args);
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var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
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while (enumerator.NextItem(out var item))
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{
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RaiseLocalEvent(item, ev);
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}
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}
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private void OnGetEquipmentVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<EquipmentVerb> args)
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{
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// Automatically relay stripping related verbs to all equipped clothing.
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var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args);
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var enumerator = new InventorySlotEnumerator(component);
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while (enumerator.NextItem(out var item, out var slotDef))
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{
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if (!slotDef.StripHidden || args.User == uid)
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RaiseLocalEvent(item, ev);
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}
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}
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}
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/// <summary>
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/// Event wrapper for relayed events.
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/// </summary>
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/// <remarks>
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/// This avoids nested inventory relays, and makes it easy to have certain events only handled by the initial
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/// target entity. E.g. health based movement speed modifiers should not be handled by a hat, even if that hat
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/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
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/// InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>
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/// </remarks>
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public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
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{
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public TEvent Args;
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public InventoryRelayedEvent(TEvent args)
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{
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Args = args;
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}
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}
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/// <summary>
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/// Events that should be relayed to inventory slots should implement this interface.
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/// </summary>
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public interface IInventoryRelayEvent
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{
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/// <summary>
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/// What inventory slots should this event be relayed to, if any?
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/// </summary>
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/// <remarks>
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/// In general you may want to exclude <see cref="SlotFlags.POCKET"/>, given that those items are not truly
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/// "equipped" by the user.
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/// </remarks>
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public SlotFlags TargetSlots { get; }
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}
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