Delta-v/Content.Shared/Body/Systems/SharedBodySystem.cs

93 lines
3.3 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Inventory; // Shitmed Change
using Content.Shared.Humanoid; // Shitmed Change
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Body.Systems;
public abstract partial class SharedBodySystem : EntitySystem
{
/*
* See the body partial for how this works.
*/
/// <summary>
/// Container ID prefix for any body parts.
/// </summary>
public const string PartSlotContainerIdPrefix = "body_part_slot_";
/// <summary>
/// Container ID for the ContainerSlot on the body entity itself.
/// </summary>
public const string BodyRootContainerId = "body_root_part";
/// <summary>
/// Container ID prefix for any body organs.
/// </summary>
public const string OrganSlotContainerIdPrefix = "body_organ_slot_";
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] protected readonly IPrototypeManager Prototypes = default!;
[Dependency] protected readonly DamageableSystem Damageable = default!;
[Dependency] protected readonly MovementSpeedModifierSystem Movement = default!;
[Dependency] protected readonly SharedContainerSystem Containers = default!;
[Dependency] protected readonly SharedTransformSystem SharedTransform = default!;
[Dependency] protected readonly StandingStateSystem Standing = default!;
// Shitmed Change - the systems below are named like private dependencies because I want to reduce the amount of
// conflicts and for some reason, shitmed uses partial classes instead of being its own thing.
#pragma warning disable IDE1006 // Ignore Naming Style Issues
[Dependency] protected readonly InventorySystem _inventory = default!;
[Dependency] protected readonly SharedHumanoidAppearanceSystem _humanoidAppearance = default!;
#pragma warning restore IDE1006
public override void Initialize()
{
base.Initialize();
InitializeBody();
InitializeParts();
InitializeOrgans();
// Shitmed Change Start
// To try and mitigate the server load due to integrity checks, we set up a Job Queue.
InitializeIntegrityQueue();
InitializePartAppearances();
// Shitmed Change End
InitializeGibDirtying(); // DeltaV
}
/// <summary>
/// Inverse of <see cref="GetPartSlotContainerId"/>
/// </summary>
protected static string? GetPartSlotContainerIdFromContainer(string containerSlotId)
{
// This is blursed
var slotIndex = containerSlotId.IndexOf(PartSlotContainerIdPrefix, StringComparison.Ordinal);
if (slotIndex < 0)
return null;
var slotId = containerSlotId.Remove(slotIndex, PartSlotContainerIdPrefix.Length);
return slotId;
}
/// <summary>
/// Gets the container Id for the specified slotId.
/// </summary>
public static string GetPartSlotContainerId(string slotId)
{
return PartSlotContainerIdPrefix + slotId;
}
/// <summary>
/// Gets the container Id for the specified slotId.
/// </summary>
public static string GetOrganContainerId(string slotId)
{
return OrganSlotContainerIdPrefix + slotId;
}
}