# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
436 lines
16 KiB
C#
436 lines
16 KiB
C#
using Content.Server.Actions;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Server.Polymorph.Components;
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using Content.Shared.Buckle;
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using Content.Shared.Coordinates;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Destructible;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition;
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using Content.Shared.Polymorph;
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using Content.Shared.Popups;
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using Robust.Server.Audio;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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// Sunrise-Start
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using Content.Shared.EntityEffects;
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using Content.Shared.Mind.Components;
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// Sunrise-End
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namespace Content.Server.Polymorph.Systems;
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public sealed partial class PolymorphSystem : EntitySystem
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{
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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private const string RevertPolymorphId = "ActionRevertPolymorph";
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public override void Initialize()
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{
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SubscribeLocalEvent<PolymorphableComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<PolymorphedEntityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PolymorphableComponent, PolymorphActionEvent>(OnPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, RevertPolymorphActionEvent>(OnRevertPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullySlicedEvent>(OnBeforeFullySliced);
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SubscribeLocalEvent<PolymorphedEntityComponent, DestructionEventArgs>(OnDestruction);
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SubscribeLocalEvent<PolymorphedEntityComponent, EntityTerminatingEvent>(OnPolymorphedTerminating);
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InitializeMap();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PolymorphedEntityComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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comp.Time += frameTime;
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if (comp.Configuration.Duration != null && comp.Time >= comp.Configuration.Duration)
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{
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Revert((uid, comp));
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continue;
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}
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if (!TryComp<MobStateComponent>(uid, out var mob))
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continue;
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if (comp.Configuration.RevertOnDeath && _mobState.IsDead(uid, mob) ||
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comp.Configuration.RevertOnCrit && _mobState.IsIncapacitated(uid, mob))
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{
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Revert((uid, comp));
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}
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}
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}
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private void OnComponentStartup(Entity<PolymorphableComponent> ent, ref ComponentStartup args)
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{
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if (ent.Comp.InnatePolymorphs != null)
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{
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foreach (var morph in ent.Comp.InnatePolymorphs)
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{
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CreatePolymorphAction(morph, ent);
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}
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}
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}
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private void OnMapInit(Entity<PolymorphedEntityComponent> ent, ref MapInitEvent args)
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{
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var (uid, component) = ent;
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if (component.Configuration.Forced)
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return;
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if (_actions.AddAction(uid, ref component.Action, out var action, RevertPolymorphId))
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{
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_actions.SetEntityIcon((component.Action.Value, action), component.Parent);
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_actions.SetUseDelay(component.Action.Value, TimeSpan.FromSeconds(component.Configuration.Delay));
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}
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}
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private void OnPolymorphActionEvent(Entity<PolymorphableComponent> ent, ref PolymorphActionEvent args)
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{
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if (!_proto.Resolve(args.ProtoId, out var prototype) || args.Handled)
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return;
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PolymorphEntity(ent, prototype.Configuration);
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args.Handled = true;
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}
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private void OnRevertPolymorphActionEvent(Entity<PolymorphedEntityComponent> ent,
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ref RevertPolymorphActionEvent args)
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{
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Revert((ent, ent));
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}
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private void OnBeforeFullySliced(Entity<PolymorphedEntityComponent> ent, ref BeforeFullySlicedEvent args)
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{
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if (ent.Comp.Reverted || !ent.Comp.Configuration.RevertOnEat)
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return;
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args.Cancel();
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Revert((ent, ent));
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}
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/// <summary>
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/// It is possible to be polymorphed into an entity that can't "die", but is instead
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/// destroyed. This handler ensures that destruction is treated like death.
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/// </summary>
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private void OnDestruction(Entity<PolymorphedEntityComponent> ent, ref DestructionEventArgs args)
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{
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if (ent.Comp.Reverted || !ent.Comp.Configuration.RevertOnDeath)
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return;
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Revert((ent, ent));
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}
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private void OnPolymorphedTerminating(Entity<PolymorphedEntityComponent> ent, ref EntityTerminatingEvent args)
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{
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if (ent.Comp.Reverted)
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return;
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if (ent.Comp.Configuration.RevertOnDelete)
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Revert(ent.AsNullable());
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// Remove our original entity too
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// Note that Revert will set Parent to null, so reverted entities will not be deleted
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QueueDel(ent.Comp.Parent);
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}
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/// <summary>
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/// Polymorphs the target entity into the specific polymorph prototype
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/// </summary>
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/// <param name="uid">The entity that will be transformed</param>
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/// <param name="protoId">The id of the polymorph prototype</param>
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public EntityUid? PolymorphEntity(EntityUid uid, ProtoId<PolymorphPrototype> protoId)
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{
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var config = _proto.Index(protoId).Configuration;
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return PolymorphEntity(uid, config);
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}
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/// <summary>
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/// Polymorphs the target entity into another.
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/// </summary>
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/// <param name="uid">The entity that will be transformed</param>
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/// <param name="configuration">The new polymorph configuration</param>
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/// <returns>The new entity, or null if the polymorph failed.</returns>
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public EntityUid? PolymorphEntity(EntityUid uid, PolymorphConfiguration configuration)
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{
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// Sunrise-Start
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if (configuration.BlockIfHasMind
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&& TryComp<MindContainerComponent>(uid, out var mindContainer)
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&& mindContainer.HasMind)
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{
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return null;
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}
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// Sunrise-End
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// If they're morphed, check their current config to see if they can be
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// morphed again
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if (!configuration.IgnoreAllowRepeatedMorphs
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&& TryComp<PolymorphedEntityComponent>(uid, out var currentPoly)
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&& !currentPoly.Configuration.AllowRepeatedMorphs)
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return null;
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// If this polymorph has a cooldown, check if that amount of time has passed since the
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// last polymorph ended.
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if (TryComp<PolymorphableComponent>(uid, out var polymorphableComponent) &&
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polymorphableComponent.LastPolymorphEnd != null &&
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_gameTiming.CurTime < polymorphableComponent.LastPolymorphEnd + configuration.Cooldown)
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return null;
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// mostly just for vehicles
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_buckle.TryUnbuckle(uid, uid, true);
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var targetTransformComp = Transform(uid);
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if (configuration.PolymorphSound != null)
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_audio.PlayPvs(configuration.PolymorphSound, targetTransformComp.Coordinates);
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var child = Spawn(configuration.Entity, _transform.GetMapCoordinates(uid, targetTransformComp), rotation: _transform.GetWorldRotation(uid));
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if (configuration.PolymorphPopup != null)
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_popup.PopupEntity(Loc.GetString(configuration.PolymorphPopup,
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("parent", Identity.Entity(uid, EntityManager)),
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("child", Identity.Entity(child, EntityManager))),
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child);
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_mindSystem.MakeSentient(child);
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var polymorphedComp = Factory.GetComponent<PolymorphedEntityComponent>();
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polymorphedComp.Parent = uid;
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polymorphedComp.Configuration = configuration;
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AddComp(child, polymorphedComp);
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var childXform = Transform(child);
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|
_transform.SetLocalRotation(child, targetTransformComp.LocalRotation, childXform);
|
|
|
|
if (_container.TryGetContainingContainer((uid, targetTransformComp, null), out var cont))
|
|
_container.Insert(child, cont);
|
|
|
|
//Transfers all damage from the original to the new one
|
|
if (configuration.TransferDamage &&
|
|
TryComp<DamageableComponent>(child, out var damageParent) &&
|
|
_mobThreshold.GetScaledDamage(uid, child, out var damage) &&
|
|
damage != null)
|
|
{
|
|
_damageable.SetDamage((child, damageParent), damage);
|
|
}
|
|
|
|
if (configuration.Inventory == PolymorphInventoryChange.Transfer)
|
|
{
|
|
_inventory.TransferEntityInventories(uid, child);
|
|
foreach (var hand in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, hand, checkActionBlocker: false);
|
|
_hands.TryPickupAnyHand(child, hand);
|
|
}
|
|
}
|
|
else if (configuration.Inventory == PolymorphInventoryChange.Drop)
|
|
{
|
|
if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
|
|
{
|
|
while (enumerator.MoveNext(out var slot))
|
|
{
|
|
_inventory.TryUnequip(uid, slot.ID, true, true);
|
|
}
|
|
}
|
|
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
}
|
|
}
|
|
|
|
if (configuration.TransferName && TryComp(uid, out MetaDataComponent? targetMeta))
|
|
_metaData.SetEntityName(child, targetMeta.EntityName);
|
|
|
|
if (configuration.TransferHumanoidAppearance)
|
|
{
|
|
_humanoid.CloneAppearance(uid, child);
|
|
}
|
|
|
|
if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
|
|
_mindSystem.TransferTo(mindId, child, mind: mind);
|
|
|
|
//Ensures a map to banish the entity to
|
|
EnsurePausedMap();
|
|
if (PausedMap != null)
|
|
_transform.SetParent(uid, targetTransformComp, PausedMap.Value);
|
|
|
|
// Raise an event to inform anything that wants to know about the entity swap
|
|
var ev = new PolymorphedEvent(uid, child, false);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
// visual effect spawn
|
|
if (configuration.EffectProto != null)
|
|
SpawnAttachedTo(configuration.EffectProto, child.ToCoordinates());
|
|
|
|
return child;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverts a polymorphed entity back into its original form
|
|
/// </summary>
|
|
/// <param name="uid">The entityuid of the entity being reverted</param>
|
|
/// <param name="component"></param>
|
|
public EntityUid? Revert(Entity<PolymorphedEntityComponent?> ent)
|
|
{
|
|
var (uid, component) = ent;
|
|
if (!Resolve(ent, ref component))
|
|
return null;
|
|
|
|
if (Deleted(uid))
|
|
return null;
|
|
|
|
if (component.Parent is not { } parent)
|
|
return null;
|
|
|
|
if (Deleted(parent))
|
|
return null;
|
|
|
|
var uidXform = Transform(uid);
|
|
var parentXform = Transform(parent);
|
|
|
|
// Don't swap back onto a terminating grid
|
|
if (TerminatingOrDeleted(uidXform.ParentUid))
|
|
return null;
|
|
|
|
if (component.Configuration.ExitPolymorphSound != null)
|
|
_audio.PlayPvs(component.Configuration.ExitPolymorphSound, uidXform.Coordinates);
|
|
|
|
_transform.SetParent(parent, parentXform, uidXform.ParentUid);
|
|
_transform.SetCoordinates(parent, parentXform, uidXform.Coordinates, uidXform.LocalRotation);
|
|
|
|
component.Reverted = true;
|
|
|
|
if (component.Configuration.TransferDamage &&
|
|
TryComp<DamageableComponent>(parent, out var damageParent) &&
|
|
_mobThreshold.GetScaledDamage(uid, parent, out var damage) &&
|
|
damage != null)
|
|
{
|
|
_damageable.SetDamage((parent, damageParent), damage);
|
|
}
|
|
|
|
if (component.Configuration.Inventory == PolymorphInventoryChange.Transfer)
|
|
{
|
|
_inventory.TransferEntityInventories(uid, parent);
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
_hands.TryPickupAnyHand(parent, held, checkActionBlocker: false);
|
|
}
|
|
}
|
|
else if (component.Configuration.Inventory == PolymorphInventoryChange.Drop)
|
|
{
|
|
if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
|
|
{
|
|
while (enumerator.MoveNext(out var slot))
|
|
{
|
|
_inventory.TryUnequip(uid, slot.ID);
|
|
}
|
|
}
|
|
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
}
|
|
}
|
|
|
|
if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
|
|
_mindSystem.TransferTo(mindId, parent, mind: mind);
|
|
|
|
if (TryComp<PolymorphableComponent>(parent, out var polymorphableComponent))
|
|
polymorphableComponent.LastPolymorphEnd = _gameTiming.CurTime;
|
|
|
|
// if an item polymorph was picked up, put it back down after reverting
|
|
_transform.AttachToGridOrMap(parent, parentXform);
|
|
|
|
// Raise an event to inform anything that wants to know about the entity swap
|
|
var ev = new PolymorphedEvent(uid, parent, true);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
// visual effect spawn
|
|
if (component.Configuration.EffectProto != null)
|
|
SpawnAttachedTo(component.Configuration.EffectProto, parent.ToCoordinates());
|
|
|
|
if (component.Configuration.ExitPolymorphPopup != null)
|
|
_popup.PopupEntity(Loc.GetString(component.Configuration.ExitPolymorphPopup,
|
|
("parent", Identity.Entity(uid, EntityManager)),
|
|
("child", Identity.Entity(parent, EntityManager))),
|
|
parent);
|
|
QueueDel(uid);
|
|
|
|
return parent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a sidebar action for an entity to be able to polymorph at will
|
|
/// </summary>
|
|
/// <param name="id">The string of the id of the polymorph action</param>
|
|
/// <param name="target">The entity that will be gaining the action</param>
|
|
public void CreatePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
|
|
{
|
|
target.Comp.PolymorphActions ??= new();
|
|
if (target.Comp.PolymorphActions.ContainsKey(id))
|
|
return;
|
|
|
|
if (!_proto.Resolve(id, out var polyProto))
|
|
return;
|
|
|
|
var entProto = _proto.Index(polyProto.Configuration.Entity);
|
|
|
|
EntityUid? actionId = default!;
|
|
if (!_actions.AddAction(target, ref actionId, RevertPolymorphId, target))
|
|
return;
|
|
|
|
target.Comp.PolymorphActions.Add(id, actionId.Value);
|
|
|
|
var metaDataCache = MetaData(actionId.Value);
|
|
_metaData.SetEntityName(actionId.Value, Loc.GetString("polymorph-self-action-name", ("target", entProto.Name)), metaDataCache);
|
|
_metaData.SetEntityDescription(actionId.Value, Loc.GetString("polymorph-self-action-description", ("target", entProto.Name)), metaDataCache);
|
|
|
|
if (_actions.GetAction(actionId) is not {} action)
|
|
return;
|
|
|
|
_actions.SetIcon((action, action.Comp), new SpriteSpecifier.EntityPrototype(polyProto.Configuration.Entity));
|
|
_actions.SetEvent(action, new PolymorphActionEvent(id));
|
|
}
|
|
|
|
public void RemovePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
|
|
{
|
|
if (target.Comp.PolymorphActions is not {} actions)
|
|
return;
|
|
|
|
if (actions.TryGetValue(id, out var action))
|
|
_actions.RemoveAction(target.Owner, action);
|
|
}
|
|
}
|