CatStation/Content.Client/Changeling/Systems/ChangelingIdentitySystem.cs
Pok e8f4975f46
Changeling gaining DNA (#43759)
* changeling-gain-DNA

* review

* Return IsUniqueDevour

* oops

* Update SharedChangelingIdentitySystem.cs

* Store data in ChangelingIdentityData + fixes

List of changes:
- Whether an identity granted devour is now tracked in ChangelingIdentityData
- Made devoured shutdown cleanup again
- Made server set the mind to null if it never found one, instead of being invalid

Fixes:
- Fixed name being networked as empty if original was deleted

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>
2026-04-27 20:10:39 +00:00

57 lines
1.9 KiB
C#

using Content.Shared.Changeling.Components;
using Content.Shared.Changeling.Systems;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Client.Changeling.Systems;
public sealed class ChangelingIdentitySystem : SharedChangelingIdentitySystem
{
[Dependency] private readonly UserInterfaceSystem _ui = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChangelingIdentityComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(Entity<ChangelingIdentityComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not ChangelingIdentityComponentState state)
return;
ent.Comp.ConsumedIdentities = new List<ChangelingIdentityData>();
foreach (var identity in state.ConsumedIdentities)
{
ChangelingIdentityData data = new()
{
Identity = EnsureEntity<ChangelingIdentityComponent>(identity.Identity, ent),
Original = EnsureEntity<ChangelingIdentityComponent>(identity.Original, ent),
OriginalMind = null, // Don't network the mind!
OriginalJob = identity.OriginalJob,
OriginalName = identity.OriginalName,
Starting = identity.Starting,
GrantedDna = identity.GrantedDna,
};
ent.Comp.ConsumedIdentities.Add(data);
}
ent.Comp.CurrentIdentity = EnsureEntity<ChangelingStoredIdentityComponent>(state.CurrentIdentity, ent);
ent.Comp.IdentityCloningSettings = state.IdentityCloningSettings;
ent.Comp.MaxStoredDisguises = state.MaxStoredDisguises;
UpdateUi(ent);
}
public void UpdateUi(EntityUid uid)
{
if (_ui.TryGetOpenUi(uid, ChangelingTransformUiKey.Key, out var bui))
{
bui.Update();
}
}
}