Decouple gibbing from the body system (#42405)

* Decouple gibbing from the body system

* allow gibs that don't drop giblets

* pass through user

* prediction gon

* comment

* destructible

* playpvs

* very very very very very very very minor cleanup

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
pathetic meowmeow
2026-04-04 16:57:53 +02:00
committed by BarryNorfolk
co-authored by Princess Cheeseballs
parent 3f34d833fb
commit 66ddb7473f
40 changed files with 222 additions and 796 deletions
@@ -1,43 +0,0 @@
#nullable enable
using Content.Server.Body.Systems;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Body;
[TestFixture]
public sealed class GibTest
{
[Test]
public async Task TestGib()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true });
var (server, client) = (pair.Server, pair.Client);
var map = await pair.CreateTestMap();
EntityUid target1 = default;
EntityUid target2 = default;
await server.WaitAssertion(() => target1 = server.EntMan.Spawn("MobHuman", map.MapCoords));
await server.WaitAssertion(() => target2 = server.EntMan.Spawn("MobHuman", map.MapCoords));
await pair.WaitCommand($"setoutfit {server.EntMan.GetNetEntity(target1)} CaptainGear");
await pair.WaitCommand($"setoutfit {server.EntMan.GetNetEntity(target2)} CaptainGear");
await pair.RunTicksSync(5);
var nuid1 = pair.ToClientUid(target1);
var nuid2 = pair.ToClientUid(target2);
Assert.That(client.EntMan.EntityExists(nuid1));
Assert.That(client.EntMan.EntityExists(nuid2));
await server.WaitAssertion(() => server.System<BodySystem>().GibBody(target1, acidify: false));
await server.WaitAssertion(() => server.System<BodySystem>().GibBody(target2, acidify: true));
await pair.RunTicksSync(5);
await pair.WaitCommand("dirty");
await pair.RunTicksSync(5);
Assert.That(!client.EntMan.EntityExists(nuid1));
Assert.That(!client.EntMan.EntityExists(nuid2));
await pair.CleanReturnAsync();
}
}
@@ -0,0 +1,36 @@
#nullable enable
using Content.Shared.Gibbing;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Body;
[TestFixture]
public sealed class GibTest
{
[Test]
public async Task TestGib()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true });
var (server, client) = (pair.Server, pair.Client);
var map = await pair.CreateTestMap();
EntityUid target = default;
await server.WaitAssertion(() => target = server.EntMan.Spawn("MobHuman", map.MapCoords));
await pair.WaitCommand($"setoutfit {server.EntMan.GetNetEntity(target)} CaptainGear");
await pair.RunTicksSync(5);
var nuid = pair.ToClientUid(target);
Assert.That(client.EntMan.EntityExists(nuid));
await server.WaitAssertion(() => server.System<GibbingSystem>().Gib(target));
await pair.RunTicksSync(5);
await pair.WaitCommand("dirty");
await pair.RunTicksSync(5);
Assert.That(!client.EntMan.EntityExists(nuid));
await pair.CleanReturnAsync();
}
}