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

505 lines
19 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.Body.Components;
using Content.Shared.Body.Organ;
using Content.Shared.Body.Part;
using Content.Shared.Body.Prototypes;
using Content.Shared.DragDrop;
using Content.Shared.Gibbing.Components;
using Content.Shared.Gibbing.Events;
using Content.Shared.Gibbing.Systems;
using Content.Shared.Inventory;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Utility;
// Shitmed Change
using Content.Shared._Shitmed.Body.Events;
using Content.Shared._Shitmed.Body.Part;
using Content.Shared._Shitmed.Humanoid.Events;
using Content.Shared._Shitmed.Targeting;
using Content.Shared.Silicons.Borgs.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Humanoid;
using Content.Shared.Inventory.Events;
using Content.Shared.Rejuvenate;
using Content.Shared.Standing;
using Robust.Shared.Timing;
namespace Content.Shared.Body.Systems;
public partial class SharedBodySystem
{
/*
* tl;dr of how bobby works
* - BodyComponent uses a BodyPrototype as a template.
* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
*/
// [Dependency] private readonly InventorySystem _inventory = default!; // Shitmed - Declared in SharedBodySystem.cs
[Dependency] private readonly GibbingSystem _gibbingSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!; // Shitmed Change
private const float GibletLaunchImpulse = 8;
private const float GibletLaunchImpulseVariance = 3;
private void InitializeBody()
{
// Body here to handle root body parts.
SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
SubscribeLocalEvent<BodyComponent, StandAttemptEvent>(OnStandAttempt); // Shitmed Change
SubscribeLocalEvent<BodyComponent, ProfileLoadFinishedEvent>(OnProfileLoadFinished); // Shitmed change
SubscribeLocalEvent<BodyComponent, IsEquippingAttemptEvent>(OnBeingEquippedAttempt); // Shitmed Change
}
private void OnBodyInserted(Entity<BodyComponent> ent, ref EntInsertedIntoContainerMessage args)
{
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var insertedUid = args.Entity;
if (TryComp(insertedUid, out BodyPartComponent? part))
{
AddPart((ent, ent), (insertedUid, part), slotId);
RecursiveBodyUpdate((insertedUid, part), ent);
}
if (TryComp(insertedUid, out OrganComponent? organ))
{
AddOrgan((insertedUid, organ), ent, ent);
}
}
private void OnBodyRemoved(Entity<BodyComponent> ent, ref EntRemovedFromContainerMessage args)
{
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var removedUid = args.Entity;
DebugTools.Assert(!TryComp(removedUid, out BodyPartComponent? b) || b.Body == ent);
DebugTools.Assert(!TryComp(removedUid, out OrganComponent? o) || o.Body == ent);
if (TryComp(removedUid, out BodyPartComponent? part))
{
RemovePart((ent, ent), (removedUid, part), slotId);
RecursiveBodyUpdate((removedUid, part), null);
}
if (TryComp(removedUid, out OrganComponent? organ))
RemoveOrgan((removedUid, organ), ent);
}
private void OnBodyInit(Entity<BodyComponent> ent, ref ComponentInit args)
{
// Setup the initial container.
ent.Comp.RootContainer = Containers.EnsureContainer<ContainerSlot>(ent, BodyRootContainerId);
}
private void OnBodyMapInit(Entity<BodyComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.Prototype is null)
return;
// One-time setup
// Obviously can't run in Init to avoid double-spawns on save / load.
var prototype = Prototypes.Index(ent.Comp.Prototype.Value);
MapInitBody(ent, prototype);
}
private void MapInitBody(Entity<BodyComponent> bodyEntity, BodyPrototype prototype) // DeltaV - don't drop the component, we need it for below
{
var protoRoot = prototype.Slots[prototype.Root];
if (protoRoot.Part is null)
return;
// This should already handle adding the entity to the root.
var rootPartUid = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
var rootPart = Comp<BodyPartComponent>(rootPartUid);
rootPart.Body = bodyEntity;
Dirty(rootPartUid, rootPart);
// Setup the rest of the body entities.
SetupOrgans((rootPartUid, rootPart), protoRoot.Organs);
MapInitParts(rootPartUid, rootPart, prototype); // Shitmed Change
MapInitAppearance(bodyEntity); // DeltaV - some bodies don't spawn with all their parts
}
private void OnBodyCanDrag(Entity<BodyComponent> ent, ref CanDragEvent args)
{
args.Handled = true;
}
/// <summary>
/// Sets up all of the relevant body parts for a particular body entity and root part.
/// </summary>
private void MapInitParts(EntityUid rootPartId, BodyPartComponent rootPart, BodyPrototype prototype) // Shitmed Change
{
// Start at the root part and traverse the body graph, setting up parts as we go.
// Basic BFS pathfind.
var rootSlot = prototype.Root;
var frontier = new Queue<string>();
frontier.Enqueue(rootSlot);
// Child -> Parent connection.
var cameFrom = new Dictionary<string, string>();
cameFrom[rootSlot] = rootSlot;
// Maps slot to its relevant entity.
var cameFromEntities = new Dictionary<string, EntityUid>();
cameFromEntities[rootSlot] = rootPartId;
while (frontier.TryDequeue(out var currentSlotId))
{
var currentSlot = prototype.Slots[currentSlotId];
foreach (var connection in currentSlot.Connections)
{
// Already been handled
if (!cameFrom.TryAdd(connection, currentSlotId))
continue;
// Setup part
var connectionSlot = prototype.Slots[connection];
var parentEntity = cameFromEntities[currentSlotId];
var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
// Spawn the entity on the target
// then get the body part type, create the slot, and finally
// we can insert it into the container.
var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
cameFromEntities[connection] = childPart;
var childPartComponent = Comp<BodyPartComponent>(childPart);
TryCreatePartSlot(parentEntity, connection, childPartComponent.PartType, out var partSlot, parentPartComponent);
// Shitmed Change Start
childPartComponent.ParentSlot = partSlot;
Dirty(childPart, childPartComponent);
// Shitmed Change End
var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
if (partSlot is null || !Containers.Insert(childPart, cont))
{
Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
QueueDel(childPart);
continue;
}
// Add organs
SetupOrgans((childPart, childPartComponent), connectionSlot.Organs);
// Enqueue it so we can also get its neighbors.
frontier.Enqueue(connection);
}
}
}
private void SetupOrgans(Entity<BodyPartComponent> ent, Dictionary<string, string> organs)
{
foreach (var (organSlotId, organProto) in organs)
{
TryCreateOrganSlot(ent, organSlotId, out var slot); // Shitmed Change
SpawnInContainerOrDrop(organProto, ent, GetOrganContainerId(organSlotId));
if (slot is null)
{
Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(ent)}");
}
}
}
/// <summary>
/// Gets all body containers on this entity including the root one.
/// </summary>
public IEnumerable<BaseContainer> GetBodyContainers(
EntityUid id,
BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (!Resolve(id, ref body, logMissing: false)
|| body.RootContainer.ContainedEntity is null
|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
{
yield break;
}
yield return body.RootContainer;
foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return childContainer;
}
}
/// <summary>
/// Gets all child body parts of this entity, including the root entity.
/// </summary>
public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(
EntityUid? id,
BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (id is null
|| !Resolve(id.Value, ref body, logMissing: false)
|| body.RootContainer.ContainedEntity is null
|| body is null // Shitmed Change
|| body.RootContainer == default // Shitmed Change
|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
{
yield break;
}
foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return child;
}
}
public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(
EntityUid? bodyId,
BodyComponent? body = null)
{
if (bodyId is null || !Resolve(bodyId.Value, ref body, logMissing: false))
yield break;
foreach (var part in GetBodyChildren(bodyId, body))
{
foreach (var organ in GetPartOrgans(part.Id, part.Component))
{
yield return organ;
}
}
}
/// <summary>
/// Returns all body part slots for this entity.
/// </summary>
/// <param name="bodyId"></param>
/// <param name="body"></param>
/// <returns></returns>
public IEnumerable<BodyPartSlot> GetBodyAllSlots(
EntityUid bodyId,
BodyComponent? body = null)
{
if (!Resolve(bodyId, ref body, logMissing: false)
|| body.RootContainer.ContainedEntity is null)
{
yield break;
}
foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
{
yield return slot;
}
}
public virtual HashSet<EntityUid> GibBody(
EntityUid bodyId,
bool acidify = false,
BodyComponent? body = null,
bool launchGibs = true,
Vector2? splatDirection = null,
float splatModifier = 1,
Angle splatCone = default,
SoundSpecifier? gibSoundOverride = null,
// Shitmed Change
GibType gib = GibType.Gib,
GibContentsOption contents = GibContentsOption.Drop)
{
var gibs = new HashSet<EntityUid>();
if (!Resolve(bodyId, ref body, logMissing: false))
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
}