mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* 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...
505 lines
19 KiB
C#
505 lines
19 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.DragDrop;
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using Content.Shared.Gibbing.Components;
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using Content.Shared.Gibbing.Events;
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using Content.Shared.Gibbing.Systems;
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using Content.Shared.Inventory;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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// Shitmed Change
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using Content.Shared._Shitmed.Body.Events;
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using Content.Shared._Shitmed.Body.Part;
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using Content.Shared._Shitmed.Humanoid.Events;
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using Content.Shared._Shitmed.Targeting;
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using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Standing;
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using Robust.Shared.Timing;
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namespace Content.Shared.Body.Systems;
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public partial class SharedBodySystem
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{
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/*
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* tl;dr of how bobby works
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* - BodyComponent uses a BodyPrototype as a template.
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* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
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* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
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*/
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// [Dependency] private readonly InventorySystem _inventory = default!; // Shitmed - Declared in SharedBodySystem.cs
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[Dependency] private readonly GibbingSystem _gibbingSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _slots = default!; // Shitmed Change
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private const float GibletLaunchImpulse = 8;
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private const float GibletLaunchImpulseVariance = 3;
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private void InitializeBody()
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{
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// Body here to handle root body parts.
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SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
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SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
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SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
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SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
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SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
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SubscribeLocalEvent<BodyComponent, StandAttemptEvent>(OnStandAttempt); // Shitmed Change
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SubscribeLocalEvent<BodyComponent, ProfileLoadFinishedEvent>(OnProfileLoadFinished); // Shitmed change
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SubscribeLocalEvent<BodyComponent, IsEquippingAttemptEvent>(OnBeingEquippedAttempt); // Shitmed Change
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}
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private void OnBodyInserted(Entity<BodyComponent> ent, ref EntInsertedIntoContainerMessage args)
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{
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var insertedUid = args.Entity;
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if (TryComp(insertedUid, out BodyPartComponent? part))
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{
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AddPart((ent, ent), (insertedUid, part), slotId);
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RecursiveBodyUpdate((insertedUid, part), ent);
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}
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if (TryComp(insertedUid, out OrganComponent? organ))
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{
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AddOrgan((insertedUid, organ), ent, ent);
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}
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}
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private void OnBodyRemoved(Entity<BodyComponent> ent, ref EntRemovedFromContainerMessage args)
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{
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var removedUid = args.Entity;
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DebugTools.Assert(!TryComp(removedUid, out BodyPartComponent? b) || b.Body == ent);
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DebugTools.Assert(!TryComp(removedUid, out OrganComponent? o) || o.Body == ent);
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if (TryComp(removedUid, out BodyPartComponent? part))
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{
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RemovePart((ent, ent), (removedUid, part), slotId);
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RecursiveBodyUpdate((removedUid, part), null);
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}
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if (TryComp(removedUid, out OrganComponent? organ))
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RemoveOrgan((removedUid, organ), ent);
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}
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private void OnBodyInit(Entity<BodyComponent> ent, ref ComponentInit args)
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{
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// Setup the initial container.
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ent.Comp.RootContainer = Containers.EnsureContainer<ContainerSlot>(ent, BodyRootContainerId);
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}
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private void OnBodyMapInit(Entity<BodyComponent> ent, ref MapInitEvent args)
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{
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if (ent.Comp.Prototype is null)
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return;
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// One-time setup
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// Obviously can't run in Init to avoid double-spawns on save / load.
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var prototype = Prototypes.Index(ent.Comp.Prototype.Value);
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MapInitBody(ent, prototype);
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}
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private void MapInitBody(Entity<BodyComponent> bodyEntity, BodyPrototype prototype) // DeltaV - don't drop the component, we need it for below
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{
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var protoRoot = prototype.Slots[prototype.Root];
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if (protoRoot.Part is null)
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return;
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// This should already handle adding the entity to the root.
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var rootPartUid = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
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var rootPart = Comp<BodyPartComponent>(rootPartUid);
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rootPart.Body = bodyEntity;
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Dirty(rootPartUid, rootPart);
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// Setup the rest of the body entities.
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SetupOrgans((rootPartUid, rootPart), protoRoot.Organs);
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MapInitParts(rootPartUid, rootPart, prototype); // Shitmed Change
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MapInitAppearance(bodyEntity); // DeltaV - some bodies don't spawn with all their parts
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}
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private void OnBodyCanDrag(Entity<BodyComponent> ent, ref CanDragEvent args)
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{
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args.Handled = true;
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}
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/// <summary>
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/// Sets up all of the relevant body parts for a particular body entity and root part.
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/// </summary>
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private void MapInitParts(EntityUid rootPartId, BodyPartComponent rootPart, BodyPrototype prototype) // Shitmed Change
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{
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// Start at the root part and traverse the body graph, setting up parts as we go.
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// Basic BFS pathfind.
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var rootSlot = prototype.Root;
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var frontier = new Queue<string>();
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frontier.Enqueue(rootSlot);
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// Child -> Parent connection.
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var cameFrom = new Dictionary<string, string>();
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cameFrom[rootSlot] = rootSlot;
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// Maps slot to its relevant entity.
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var cameFromEntities = new Dictionary<string, EntityUid>();
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cameFromEntities[rootSlot] = rootPartId;
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while (frontier.TryDequeue(out var currentSlotId))
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{
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var currentSlot = prototype.Slots[currentSlotId];
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foreach (var connection in currentSlot.Connections)
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{
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// Already been handled
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if (!cameFrom.TryAdd(connection, currentSlotId))
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continue;
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// Setup part
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var connectionSlot = prototype.Slots[connection];
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var parentEntity = cameFromEntities[currentSlotId];
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var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
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// Spawn the entity on the target
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// then get the body part type, create the slot, and finally
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// we can insert it into the container.
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var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
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cameFromEntities[connection] = childPart;
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var childPartComponent = Comp<BodyPartComponent>(childPart);
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TryCreatePartSlot(parentEntity, connection, childPartComponent.PartType, out var partSlot, parentPartComponent);
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// Shitmed Change Start
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childPartComponent.ParentSlot = partSlot;
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Dirty(childPart, childPartComponent);
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// Shitmed Change End
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var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
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if (partSlot is null || !Containers.Insert(childPart, cont))
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{
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Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
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QueueDel(childPart);
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continue;
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}
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// Add organs
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SetupOrgans((childPart, childPartComponent), connectionSlot.Organs);
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// Enqueue it so we can also get its neighbors.
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frontier.Enqueue(connection);
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}
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}
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}
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private void SetupOrgans(Entity<BodyPartComponent> ent, Dictionary<string, string> organs)
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{
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foreach (var (organSlotId, organProto) in organs)
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{
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TryCreateOrganSlot(ent, organSlotId, out var slot); // Shitmed Change
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SpawnInContainerOrDrop(organProto, ent, GetOrganContainerId(organSlotId));
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if (slot is null)
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{
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Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(ent)}");
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}
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}
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}
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/// <summary>
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/// Gets all body containers on this entity including the root one.
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/// </summary>
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public IEnumerable<BaseContainer> GetBodyContainers(
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EntityUid id,
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BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (!Resolve(id, ref body, logMissing: false)
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|| body.RootContainer.ContainedEntity is null
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|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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yield return body.RootContainer;
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foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return childContainer;
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}
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}
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/// <summary>
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/// Gets all child body parts of this entity, including the root entity.
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/// </summary>
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public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(
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EntityUid? id,
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BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (id is null
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|| !Resolve(id.Value, ref body, logMissing: false)
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|| body.RootContainer.ContainedEntity is null
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|| body is null // Shitmed Change
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|| body.RootContainer == default // Shitmed Change
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|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return child;
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}
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}
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public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(
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EntityUid? bodyId,
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BodyComponent? body = null)
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{
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if (bodyId is null || !Resolve(bodyId.Value, ref body, logMissing: false))
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yield break;
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foreach (var part in GetBodyChildren(bodyId, body))
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{
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foreach (var organ in GetPartOrgans(part.Id, part.Component))
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{
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yield return organ;
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}
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}
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}
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/// <summary>
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/// Returns all body part slots for this entity.
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/// </summary>
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/// <param name="bodyId"></param>
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/// <param name="body"></param>
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/// <returns></returns>
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public IEnumerable<BodyPartSlot> GetBodyAllSlots(
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EntityUid bodyId,
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BodyComponent? body = null)
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{
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if (!Resolve(bodyId, ref body, logMissing: false)
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|| body.RootContainer.ContainedEntity is null)
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{
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yield break;
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}
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foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
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{
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yield return slot;
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}
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}
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public virtual HashSet<EntityUid> GibBody(
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EntityUid bodyId,
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bool acidify = false,
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BodyComponent? body = null,
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bool launchGibs = true,
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Vector2? splatDirection = null,
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float splatModifier = 1,
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Angle splatCone = default,
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SoundSpecifier? gibSoundOverride = null,
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// Shitmed Change
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GibType gib = GibType.Gib,
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GibContentsOption contents = GibContentsOption.Drop)
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{
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var gibs = new HashSet<EntityUid>();
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if (!Resolve(bodyId, ref body, logMissing: false))
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return gibs;
|
|
|
|
var root = GetRootPartOrNull(bodyId, body);
|
|
if (root != null && TryComp(root.Value.Entity, out GibbableComponent? gibbable))
|
|
{
|
|
gibSoundOverride ??= gibbable.GibSound;
|
|
}
|
|
var parts = GetBodyChildren(bodyId, body).ToArray();
|
|
gibs.EnsureCapacity(parts.Length);
|
|
foreach (var part in parts)
|
|
{
|
|
|
|
_gibbingSystem.TryGibEntityWithRef(bodyId, part.Id, gib, contents, ref gibs, // Shitmed Change
|
|
playAudio: false, launchGibs: true, launchDirection: splatDirection, launchImpulse: GibletLaunchImpulse * splatModifier,
|
|
launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
|
|
|
|
if (!acidify)
|
|
continue;
|
|
|
|
foreach (var organ in GetPartOrgans(part.Id, part.Component))
|
|
{
|
|
_gibbingSystem.TryGibEntityWithRef(bodyId, organ.Id, GibType.Drop, GibContentsOption.Skip,
|
|
ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse * splatModifier,
|
|
launchImpulseVariance:GibletLaunchImpulseVariance, launchCone: splatCone);
|
|
}
|
|
}
|
|
|
|
var bodyTransform = Transform(bodyId);
|
|
_audioSystem.PlayPredicted(gibSoundOverride, bodyTransform.Coordinates, null);
|
|
|
|
// Begin DeltaV Additions
|
|
var ev = new BodyGibbedEvent(gibs);
|
|
RaiseLocalEvent(bodyId, ref ev);
|
|
// End DeltaV Additions
|
|
|
|
if (acidify)
|
|
return gibs;
|
|
|
|
if (TryComp<InventoryComponent>(bodyId, out var inventory))
|
|
{
|
|
foreach (var item in _inventory.GetHandOrInventoryEntities(bodyId))
|
|
{
|
|
SharedTransform.DropNextTo(item, (bodyId, bodyTransform));
|
|
gibs.Add(item);
|
|
}
|
|
}
|
|
return gibs;
|
|
}
|
|
|
|
// Shitmed Change Start
|
|
|
|
public virtual HashSet<EntityUid> GibPart(
|
|
EntityUid partId,
|
|
BodyPartComponent? part = null,
|
|
bool launchGibs = true,
|
|
Vector2? splatDirection = null,
|
|
float splatModifier = 1,
|
|
Angle splatCone = default,
|
|
SoundSpecifier? gibSoundOverride = null)
|
|
{
|
|
var gibs = new HashSet<EntityUid>();
|
|
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
return gibs;
|
|
|
|
if (part.Body is { } bodyEnt)
|
|
{
|
|
if (IsPartRoot(bodyEnt, partId, part: part) || !part.CanSever)
|
|
return gibs;
|
|
|
|
DropSlotContents((partId, part));
|
|
RemovePartChildren((partId, part), bodyEnt);
|
|
foreach (var organ in GetPartOrgans(partId, part))
|
|
{
|
|
_gibbingSystem.TryGibEntityWithRef(bodyEnt, organ.Id, GibType.Drop, GibContentsOption.Skip,
|
|
ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse * splatModifier,
|
|
launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
|
|
}
|
|
var ev = new BodyPartDroppedEvent((partId, part));
|
|
RaiseLocalEvent(bodyEnt, ref ev);
|
|
}
|
|
|
|
_gibbingSystem.TryGibEntityWithRef(partId, partId, GibType.Gib, GibContentsOption.Drop, ref gibs,
|
|
playAudio: true, launchGibs: true, launchDirection: splatDirection, launchImpulse: GibletLaunchImpulse * splatModifier,
|
|
launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
|
|
|
|
|
|
if (HasComp<InventoryComponent>(partId))
|
|
{
|
|
foreach (var item in _inventory.GetHandOrInventoryEntities(partId))
|
|
{
|
|
SharedTransform.AttachToGridOrMap(item);
|
|
gibs.Add(item);
|
|
}
|
|
}
|
|
_audioSystem.PlayPredicted(gibSoundOverride, Transform(partId).Coordinates, null);
|
|
return gibs;
|
|
}
|
|
|
|
public virtual bool BurnPart(EntityUid partId,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
return false;
|
|
|
|
if (part.Body is { } bodyEnt)
|
|
{
|
|
if (IsPartRoot(bodyEnt, partId, part: part))
|
|
return false;
|
|
|
|
var gibs = new HashSet<EntityUid>();
|
|
// Todo: Kill this in favor of husking.
|
|
DropSlotContents((partId, part));
|
|
RemovePartChildren((partId, part), bodyEnt);
|
|
foreach (var organ in GetPartOrgans(partId, part))
|
|
_gibbingSystem.TryGibEntityWithRef(bodyEnt, organ.Id, GibType.Drop, GibContentsOption.Skip,
|
|
ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse, launchImpulseVariance: GibletLaunchImpulseVariance);
|
|
|
|
_gibbingSystem.TryGibEntityWithRef(partId, partId, GibType.Gib, GibContentsOption.Gib, ref gibs,
|
|
playAudio: false, launchGibs: true, launchImpulse: GibletLaunchImpulse, launchImpulseVariance: GibletLaunchImpulseVariance);
|
|
|
|
if (HasComp<InventoryComponent>(partId))
|
|
foreach (var item in _inventory.GetHandOrInventoryEntities(partId))
|
|
SharedTransform.AttachToGridOrMap(item);
|
|
|
|
QueueDel(partId);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void OnProfileLoadFinished(EntityUid uid, BodyComponent component, ProfileLoadFinishedEvent args)
|
|
{
|
|
if (!HasComp<HumanoidAppearanceComponent>(uid)
|
|
|| TerminatingOrDeleted(uid)
|
|
|| !Initialized(uid)) // We do this last one for urists on test envs.
|
|
return;
|
|
|
|
foreach (var part in GetBodyChildren(uid, component))
|
|
EnsureComp<BodyPartAppearanceComponent>(part.Id);
|
|
}
|
|
|
|
private void OnStandAttempt(Entity<BodyComponent> ent, ref StandAttemptEvent args)
|
|
{
|
|
if (ent.Comp.LegEntities.Count < ent.Comp.RequiredLegs) // DeltaV
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnBeingEquippedAttempt(Entity<BodyComponent> ent, ref IsEquippingAttemptEvent args)
|
|
{
|
|
if (!TryComp(args.EquipTarget, out BodyComponent? targetBody)
|
|
|| targetBody.Prototype == null
|
|
|| HasComp<BorgChassisComponent>(args.EquipTarget))
|
|
return;
|
|
|
|
if (TryGetPartFromSlotContainer(args.Slot, out var bodyPart)
|
|
&& bodyPart is not null)
|
|
{
|
|
var bodyPartString = bodyPart.Value.ToString().ToLower();
|
|
var prototype = Prototypes.Index(targetBody.Prototype.Value);
|
|
var hasPartConnection = prototype.Slots.Values.Any(slot =>
|
|
slot.Connections.Contains(bodyPartString));
|
|
|
|
if (hasPartConnection
|
|
&& !GetBodyChildrenOfType(args.EquipTarget, bodyPart.Value).Any())
|
|
{
|
|
_popup.PopupClient(Loc.GetString("equip-part-missing-error",
|
|
("target", args.EquipTarget), ("part", bodyPartString)), args.Equipee, args.Equipee);
|
|
args.Cancel();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Shitmed Change End
|
|
}
|