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* What sitting on code does to a branch + no mo owner v2 * Replacing ViewVariables with AutoNetworkedField + Missed One V2 * Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2 * IProduceWidgets Review Changes & some of my own V2 * Lil Cleanup V2 * Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2 * It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later) * Test (Removal of ServerSide VomitSystem.cs) * Ok... * Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors) * Prediction * Fix? * No mo log error? * Revert "No mo log error?" This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f. * Constructor going up * No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash) * For Conflicts * Guh * Yea * Organization & no ErrorHell (maybe) * Dirtying * Dirtying take 2 * Revert "Dirtying take 2" This reverts commit 5735012e21f43808db3ae010fce268eac24d0583. * the dirties dont do much here * For Conflict * Readded * Another Conflict Commit Fix * Conflict Fix Thrice * Empty Space * Keep it simple * Add it back in * Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict * Conflict fix? * Trust the fix * Looked at other prediction PR's, they had better code. * To not mix up the system in client * Removing Conflict * For conflict * For the conflic fix, will be removed later * Scuffed Fix * Removal & Adding the Decouple * Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!! * Cleanup & Optimizing, mostly comps. * More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint. * Forgot that the Print Refreshes, more of Warocks work. * Removing Loc.GetString * All of BloodStream to Shared, hopefully no errors. * Sketchy Dirty Removed * Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup. * No mo Mispredict * GenerateDnaEvent Predicted * Forgot the user * I knew it was real, bloodstutter is REAL and now GONE. * Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again... * Clearer * Thank you leahcat, no more identity leak. * Routine Maintenance * sealing the class * it checks for this now?! * While im here, FileScope Namespaces & removing unused namespaces * Update Attribute Type (SirWarock Import), it works and is much easier to read. * Forever Fixing Conflicts * Readonly Genocide & Partial Maxing * LGTM, BloodstreamSystem moved to SharedBloodstreamSystem! * Sohn * If OG Github back push this commit * One Billionth Commit Fix * Removed client/server stuff * Made implicit * NewLine & comment on why AutoGenCompState is true * Updatin the rest of the Popups to use Entity * I think that's what they meant? It looks cleaner at least. * Mass Attribute for LocalEvents that are safe to change. * Putting it back as abstract * maybe? * Guhh, rolling back empty client/server of BloodStream * Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem * From Protected to Private * Removed comment & made it explicit on what changed to true * Guh, hopefully thats all of it... * Forgot * Review * Test Push * Line 316 in SharedForensicsSystem was causing the errors, better to play it safe * Review Changes * Update Content.Shared/Forensics/Events.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it * The print.disabled didnt properly disable when cleared. So ill just use the old if check * Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
143 lines
5.8 KiB
C#
143 lines
5.8 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Devour.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Gibbing;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Popups;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Devour;
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public sealed partial class DevourSystem : EntitySystem
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{
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[Dependency] private EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private SharedActionsSystem _actionsSystem = default!;
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[Dependency] private SharedAudioSystem _audioSystem = default!;
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[Dependency] private BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private SharedContainerSystem _containerSystem = default!;
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[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private SharedPopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DevourerComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DevourerComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<DevourerComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<DevourerComponent, DevourActionEvent>(OnDevourAction);
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SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<DevourerComponent, GibbedBeforeDeletionEvent>(OnGibContents);
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}
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private void OnStartup(Entity<DevourerComponent> ent, ref ComponentStartup args)
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{
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//Devourer doesn't actually chew, since he sends targets right into his stomach.
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//I did it mom, I added ERP content into upstream. Legally!
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ent.Comp.Stomach = _containerSystem.EnsureContainer<Container>(ent.Owner, DevourerComponent.StomachContainerId);
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}
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private void OnInit(Entity<DevourerComponent> ent, ref MapInitEvent args)
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{
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_actionsSystem.AddAction(ent.Owner, ref ent.Comp.DevourActionEntity, ent.Comp.DevourAction);
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}
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private void OnShutdown(Entity<DevourerComponent> ent, ref ComponentShutdown args)
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{
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_actionsSystem.RemoveAction(ent.Owner, ent.Comp.DevourActionEntity);
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}
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/// <summary>
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/// The devour action
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/// </summary>
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private void OnDevourAction(Entity<DevourerComponent> ent, ref DevourActionEvent args)
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{
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if (args.Handled || _whitelistSystem.IsWhitelistFailOrNull(ent.Comp.Whitelist, args.Target))
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return;
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args.Handled = true;
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var target = args.Target;
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// Structure and mob devours handled differently.
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if (TryComp(target, out MobStateComponent? targetState))
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{
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switch (targetState.CurrentState)
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{
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case MobState.Critical:
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case MobState.Dead:
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, ent.Owner, ent.Comp.DevourTime, new DevourDoAfterEvent(), ent.Owner, target: target, used: ent.Owner)
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{
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BreakOnMove = true,
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});
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break;
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case MobState.Invalid:
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case MobState.Alive:
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default:
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_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-fail-target-alive"), ent.Owner, ent.Owner);
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break;
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}
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return;
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}
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_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-structure"), ent.Owner, ent.Owner);
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if (ent.Comp.SoundStructureDevour != null)
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_audioSystem.PlayPredicted(ent.Comp.SoundStructureDevour, ent.Owner, ent.Owner, ent.Comp.SoundStructureDevour.Params);
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, ent.Owner, ent.Comp.StructureDevourTime, new DevourDoAfterEvent(), ent.Owner, target: target, used: ent.Owner)
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{
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BreakOnMove = true,
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});
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}
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private void OnDoAfter(Entity<DevourerComponent> ent, ref DevourDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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var ichorInjection = new Solution(ent.Comp.Chemical, ent.Comp.HealRate);
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// Grant ichor if the devoured thing meets the dragon's food preference
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if (args.Args.Target != null && _whitelistSystem.IsWhitelistPassOrNull(ent.Comp.FoodPreferenceWhitelist, (EntityUid)args.Args.Target))
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{
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_bloodstreamSystem.TryAddToBloodstream(ent.Owner, ichorInjection);
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}
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// If the devoured thing meets the stomach whitelist criteria, add it to the stomach
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if (args.Args.Target != null && _whitelistSystem.IsWhitelistPass(ent.Comp.StomachStorageWhitelist, (EntityUid)args.Args.Target))
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{
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_containerSystem.Insert(args.Args.Target.Value, ent.Comp.Stomach);
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}
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//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
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//If it's not alive, it must be a structure.
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// Delete if the thing isn't in the stomach storage whitelist (or the stomach whitelist is null/empty)
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else if (args.Args.Target != null)
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{
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PredictedQueueDel(args.Args.Target.Value);
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}
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_audioSystem.PlayPredicted(ent.Comp.SoundDevour, ent.Owner, ent.Owner);
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}
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private void OnGibContents(Entity<DevourerComponent> ent, ref GibbedBeforeDeletionEvent args)
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{
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if (ent.Comp.StomachStorageWhitelist == null)
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return;
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_containerSystem.EmptyContainer(ent.Comp.Stomach);
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}
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}
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public sealed partial class DevourActionEvent : EntityTargetActionEvent;
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[Serializable, NetSerializable]
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public sealed partial class DevourDoAfterEvent : SimpleDoAfterEvent;
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