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