Files
Delta-v/Content.Server/Polymorph/Systems/PolymorphSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

430 lines
16 KiB
C#

using Content.Server.Actions;
using Content.Server.Humanoid;
using Content.Server.Inventory;
using Content.Server.Polymorph.Components;
using Content.Shared._DV.Polymorph; // DeltaV
using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Buckle;
using Content.Shared.Coordinates;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems; // DeltaV
using Content.Shared.Destructible;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.IdentityManagement;
using Content.Shared.Mind;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Nutrition;
using Content.Shared.Polymorph;
using Content.Shared.Popups;
using Robust.Server.Audio;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Polymorph.Systems;
public sealed partial class PolymorphSystem : EntitySystem
{
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly SharedStaminaSystem _stamina = default!; // DeltaV
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
[Dependency] private readonly ServerInventorySystem _inventory = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
private const string RevertPolymorphId = "ActionRevertPolymorph";
public override void Initialize()
{
SubscribeLocalEvent<PolymorphableComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<PolymorphedEntityComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PolymorphableComponent, PolymorphActionEvent>(OnPolymorphActionEvent);
SubscribeLocalEvent<PolymorphedEntityComponent, RevertPolymorphActionEvent>(OnRevertPolymorphActionEvent);
SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullyEatenEvent>(OnBeforeFullyEaten);
SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullySlicedEvent>(OnBeforeFullySliced);
SubscribeLocalEvent<PolymorphedEntityComponent, DestructionEventArgs>(OnDestruction);
InitializeMap();
InitializeTrigger();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<PolymorphedEntityComponent>();
while (query.MoveNext(out var uid, out var comp))
{
comp.Time += frameTime;
if (comp.Configuration.Duration != null && comp.Time >= comp.Configuration.Duration)
{
Revert((uid, comp));
continue;
}
if (!TryComp<MobStateComponent>(uid, out var mob))
continue;
if (comp.Configuration.RevertOnDeath && _mobState.IsDead(uid, mob) ||
comp.Configuration.RevertOnCrit && _mobState.IsIncapacitated(uid, mob))
{
Revert((uid, comp));
}
}
UpdateTrigger();
}
private void OnComponentStartup(Entity<PolymorphableComponent> ent, ref ComponentStartup args)
{
if (ent.Comp.InnatePolymorphs != null)
{
foreach (var morph in ent.Comp.InnatePolymorphs)
{
CreatePolymorphAction(morph, ent);
}
}
}
private void OnMapInit(Entity<PolymorphedEntityComponent> ent, ref MapInitEvent args)
{
var (uid, component) = ent;
if (component.Configuration.Forced)
return;
if (_actions.AddAction(uid, ref component.Action, out var action, RevertPolymorphId))
{
_actions.SetEntityIcon((component.Action.Value, action), component.Parent);
_actions.SetUseDelay(component.Action.Value, TimeSpan.FromSeconds(component.Configuration.Delay));
}
}
private void OnPolymorphActionEvent(Entity<PolymorphableComponent> ent, ref PolymorphActionEvent args)
{
if (!_proto.TryIndex(args.ProtoId, out var prototype) || args.Handled)
return;
PolymorphEntity(ent, prototype.Configuration);
args.Handled = true;
}
private void OnRevertPolymorphActionEvent(Entity<PolymorphedEntityComponent> ent,
ref RevertPolymorphActionEvent args)
{
Revert((ent, ent));
}
private void OnBeforeFullyEaten(Entity<PolymorphedEntityComponent> ent, ref BeforeFullyEatenEvent args)
{
var (_, comp) = ent;
if (comp.Configuration.RevertOnEat)
{
args.Cancel();
Revert((ent, ent));
}
}
private void OnBeforeFullySliced(Entity<PolymorphedEntityComponent> ent, ref BeforeFullySlicedEvent args)
{
var (_, comp) = ent;
if (comp.Configuration.RevertOnEat)
{
args.Cancel();
Revert((ent, ent));
}
}
/// <summary>
/// It is possible to be polymorphed into an entity that can't "die", but is instead
/// destroyed. This handler ensures that destruction is treated like death.
/// </summary>
private void OnDestruction(Entity<PolymorphedEntityComponent> ent, ref DestructionEventArgs args)
{
if (ent.Comp.Configuration.RevertOnDeath)
{
Revert((ent, ent));
}
}
/// <summary>
/// Polymorphs the target entity into the specific polymorph prototype
/// </summary>
/// <param name="uid">The entity that will be transformed</param>
/// <param name="protoId">The id of the polymorph prototype</param>
public EntityUid? PolymorphEntity(EntityUid uid, ProtoId<PolymorphPrototype> protoId)
{
var config = _proto.Index(protoId).Configuration;
return PolymorphEntity(uid, config);
}
/// <summary>
/// Polymorphs the target entity into another
/// </summary>
/// <param name="uid">The entity that will be transformed</param>
/// <param name="configuration">Polymorph data</param>
/// <returns></returns>
public EntityUid? PolymorphEntity(EntityUid uid, PolymorphConfiguration configuration)
{
// if it's already morphed, don't allow it again with this condition active.
if (!configuration.AllowRepeatedMorphs && HasComp<PolymorphedEntityComponent>(uid))
return null;
// If this polymorph has a cooldown, check if that amount of time has passed since the
// last polymorph ended.
if (TryComp<PolymorphableComponent>(uid, out var polymorphableComponent) &&
polymorphableComponent.LastPolymorphEnd != null &&
_gameTiming.CurTime < polymorphableComponent.LastPolymorphEnd + configuration.Cooldown)
return null;
// mostly just for vehicles
_buckle.TryUnbuckle(uid, uid, true);
var targetTransformComp = Transform(uid);
if (configuration.PolymorphSound != null)
_audio.PlayPvs(configuration.PolymorphSound, targetTransformComp.Coordinates);
var child = Spawn(configuration.Entity, _transform.GetMapCoordinates(uid, targetTransformComp), rotation: _transform.GetWorldRotation(uid));
if (configuration.PolymorphPopup != null)
_popup.PopupEntity(Loc.GetString(configuration.PolymorphPopup,
("parent", Identity.Entity(uid, EntityManager)),
("child", Identity.Entity(child, EntityManager))),
child);
_mindSystem.MakeSentient(child);
var polymorphedComp = Factory.GetComponent<PolymorphedEntityComponent>();
polymorphedComp.Parent = uid;
polymorphedComp.Configuration = configuration;
AddComp(child, polymorphedComp);
var childXform = Transform(child);
_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);
// DeltaV - Transfer Stamina Damage
var staminaDamage = _stamina.GetStaminaDamage(uid);
_stamina.TakeStaminaDamage(child, staminaDamage);
}
// DeltaV - Drop MindContainer entities on polymorph
var beforePolymorphedEv = new BeforePolymorphedEvent();
RaiseLocalEvent(uid, ref beforePolymorphedEv);
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;
var parent = component.Parent;
if (Deleted(parent))
return null;
var uidXform = Transform(uid);
var parentXform = Transform(parent);
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);
if (component.Configuration.TransferDamage &&
TryComp<DamageableComponent>(parent, out var damageParent) &&
_mobThreshold.GetScaledDamage(uid, parent, out var damage) &&
damage != null)
{
_damageable.SetDamage(parent, damageParent, damage);
// DeltaV - Transfer Stamina Damage
var staminaDamage = _stamina.GetStaminaDamage(uid);
_stamina.TakeStaminaDamage(parent, staminaDamage);
}
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.TryIndex(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);
}
}