CatStation/Content.Shared/Devour/DevourSystem.cs
Prole 502af6955d
Predict Forensics V2.0 (Ready for Review) (#40693)
* 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>
2026-08-08 22:48:36 +00:00

143 lines
5.8 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Devour.Components;
using Content.Shared.DoAfter;
using Content.Shared.Gibbing;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Popups;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Serialization;
namespace Content.Shared.Devour;
public sealed partial class DevourSystem : EntitySystem
{
[Dependency] private EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private SharedActionsSystem _actionsSystem = default!;
[Dependency] private SharedAudioSystem _audioSystem = default!;
[Dependency] private BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private SharedContainerSystem _containerSystem = default!;
[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DevourerComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DevourerComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<DevourerComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DevourerComponent, DevourActionEvent>(OnDevourAction);
SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<DevourerComponent, GibbedBeforeDeletionEvent>(OnGibContents);
}
private void OnStartup(Entity<DevourerComponent> ent, ref ComponentStartup args)
{
//Devourer doesn't actually chew, since he sends targets right into his stomach.
//I did it mom, I added ERP content into upstream. Legally!
ent.Comp.Stomach = _containerSystem.EnsureContainer<Container>(ent.Owner, DevourerComponent.StomachContainerId);
}
private void OnInit(Entity<DevourerComponent> ent, ref MapInitEvent args)
{
_actionsSystem.AddAction(ent.Owner, ref ent.Comp.DevourActionEntity, ent.Comp.DevourAction);
}
private void OnShutdown(Entity<DevourerComponent> ent, ref ComponentShutdown args)
{
_actionsSystem.RemoveAction(ent.Owner, ent.Comp.DevourActionEntity);
}
/// <summary>
/// The devour action
/// </summary>
private void OnDevourAction(Entity<DevourerComponent> ent, ref DevourActionEvent args)
{
if (args.Handled || _whitelistSystem.IsWhitelistFailOrNull(ent.Comp.Whitelist, args.Target))
return;
args.Handled = true;
var target = args.Target;
// Structure and mob devours handled differently.
if (TryComp(target, out MobStateComponent? targetState))
{
switch (targetState.CurrentState)
{
case MobState.Critical:
case MobState.Dead:
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, ent.Owner, ent.Comp.DevourTime, new DevourDoAfterEvent(), ent.Owner, target: target, used: ent.Owner)
{
BreakOnMove = true,
});
break;
case MobState.Invalid:
case MobState.Alive:
default:
_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-fail-target-alive"), ent.Owner, ent.Owner);
break;
}
return;
}
_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-structure"), ent.Owner, ent.Owner);
if (ent.Comp.SoundStructureDevour != null)
_audioSystem.PlayPredicted(ent.Comp.SoundStructureDevour, ent.Owner, ent.Owner, ent.Comp.SoundStructureDevour.Params);
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, ent.Owner, ent.Comp.StructureDevourTime, new DevourDoAfterEvent(), ent.Owner, target: target, used: ent.Owner)
{
BreakOnMove = true,
});
}
private void OnDoAfter(Entity<DevourerComponent> ent, ref DevourDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
var ichorInjection = new Solution(ent.Comp.Chemical, ent.Comp.HealRate);
// Grant ichor if the devoured thing meets the dragon's food preference
if (args.Args.Target != null && _whitelistSystem.IsWhitelistPassOrNull(ent.Comp.FoodPreferenceWhitelist, (EntityUid)args.Args.Target))
{
_bloodstreamSystem.TryAddToBloodstream(ent.Owner, ichorInjection);
}
// If the devoured thing meets the stomach whitelist criteria, add it to the stomach
if (args.Args.Target != null && _whitelistSystem.IsWhitelistPass(ent.Comp.StomachStorageWhitelist, (EntityUid)args.Args.Target))
{
_containerSystem.Insert(args.Args.Target.Value, ent.Comp.Stomach);
}
//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
//If it's not alive, it must be a structure.
// Delete if the thing isn't in the stomach storage whitelist (or the stomach whitelist is null/empty)
else if (args.Args.Target != null)
{
PredictedQueueDel(args.Args.Target.Value);
}
_audioSystem.PlayPredicted(ent.Comp.SoundDevour, ent.Owner, ent.Owner);
}
private void OnGibContents(Entity<DevourerComponent> ent, ref GibbedBeforeDeletionEvent args)
{
if (ent.Comp.StomachStorageWhitelist == null)
return;
_containerSystem.EmptyContainer(ent.Comp.Stomach);
}
}
public sealed partial class DevourActionEvent : EntityTargetActionEvent;
[Serializable, NetSerializable]
public sealed partial class DevourDoAfterEvent : SimpleDoAfterEvent;