Delta-v/Content.Server/Body/Systems/BodySystem.cs

134 lines
4.7 KiB
C#

using System.Numerics;
using Content.Server.Ghost;
using Content.Server.Humanoid;
using Content.Shared._Shitmed.Body.Part;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
using Content.Shared.Body.Part;
using Content.Shared.Body.Systems;
using Content.Shared.Damage.Components;
using Content.Shared.Humanoid;
using Content.Shared.Mind;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Timing;
using System.Numerics;
using Content.Server.Polymorph.Components; // DeltaV
using Content.Server.Polymorph.Systems; // DeltaV
using Content.Shared.Damage.Components;
// Shitmed Change
using System.Linq;
using Content.Shared.Damage;
namespace Content.Server.Body.Systems;
public sealed class BodySystem : SharedBodySystem
{
[Dependency] private readonly BloodstreamSystem _bloodstream = default!; // Shitmed Change
[Dependency] private readonly GhostSystem _ghostSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!; // Shitmed Change
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly PolymorphSystem _polymorph = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BodyComponent, MoveInputEvent>(OnRelayMoveInput);
SubscribeLocalEvent<BodyComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
}
private void OnRelayMoveInput(Entity<BodyComponent> ent, ref MoveInputEvent args)
{
// If they haven't actually moved then ignore it.
if ((args.Entity.Comp.HeldMoveButtons &
(MoveButtons.Down | MoveButtons.Left | MoveButtons.Up | MoveButtons.Right)) == 0x0)
{
return;
}
if (_mobState.IsDead(ent) && _mindSystem.TryGetMind(ent, out var mindId, out var mind))
{
mind.TimeOfDeath ??= _gameTiming.RealTime;
_ghostSystem.OnGhostAttempt(mindId, canReturnGlobal: true, mind: mind);
}
}
private void OnApplyMetabolicMultiplier(
Entity<BodyComponent> ent,
ref ApplyMetabolicMultiplierEvent args)
{
foreach (var organ in GetBodyOrgans(ent, ent))
{
RaiseLocalEvent(organ.Id, ref args);
}
}
protected override void AddPart(
Entity<BodyComponent?> bodyEnt,
Entity<BodyPartComponent> partEnt,
string slotId)
{
// TODO: Predict this probably.
base.AddPart(bodyEnt, partEnt, slotId);
var layer = partEnt.Comp.ToHumanoidLayers();
if (layer != null)
{
var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
_humanoidSystem.SetLayersVisibility(bodyEnt.Owner, layers, visible: true);
}
}
public override void RemovePart( // DeltaV - Made public
Entity<BodyComponent?> bodyEnt,
Entity<BodyPartComponent> partEnt,
string slotId)
{
base.RemovePart(bodyEnt, partEnt, slotId);
if (!TryComp<HumanoidAppearanceComponent>(bodyEnt, out var humanoid))
return;
var layer = partEnt.Comp.ToHumanoidLayers();
if (layer is null)
return;
var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
_humanoidSystem.SetLayersVisibility((bodyEnt, humanoid), layers, visible: false);
_appearance.SetData(bodyEnt, layer, true); // Shitmed Change
}
// Shitmed Change Start
protected override void ApplyPartMarkings(EntityUid target, BodyPartAppearanceComponent component)
{
return;
}
protected override void RemoveBodyMarkings(EntityUid target, BodyPartAppearanceComponent partAppearance, HumanoidAppearanceComponent bodyAppearance)
{
foreach (var (visualLayer, markingList) in partAppearance.Markings)
foreach (var marking in markingList)
_humanoidSystem.RemoveMarking(target, marking.MarkingId, sync: false, humanoid: bodyAppearance);
Dirty(target, bodyAppearance);
}
protected override void PartRemoveDamage(Entity<BodyComponent?> bodyEnt, Entity<BodyPartComponent> partEnt)
{
var bleeding = partEnt.Comp.SeverBleeding;
if (partEnt.Comp.IsVital)
bleeding *= 2f;
TryComp<BloodstreamComponent>(bodyEnt, out var bloodstream);
_bloodstream.TryModifyBleedAmount((bodyEnt, bloodstream), bleeding);
}
// Shitmed Change End
}