mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Nubody (#42419) * Nubody * fix test fails * gibbing * lung test returns * doc comment * hand organ test * giblet test * yaml formatting * returning * relocate * trimming * re-smite * oops thusd tweak * arachnids have slower metabolism i guess * never mind the old behaviour is bad actually * rider whyyy * style changes and allat * fix collision --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * C# files done * Visual nubody (humanoid appearance refactor) (#42476) * initial visual nubody * oops overlay * im so pheeming rn * conversion... * tests * comeback of the underwear * oops eyes * blabbl * zeds * yaml linted * search and visible count constraints * reordering * preserve previously selected markings colors * fix test * some ui niceties * ordering * make DB changes backwards-compatible/downgrade-friendly * fix things again * fix migration * vulpkanin markings limit increase * wrapping * code cleanup and more code cleanup and more code cleanup and more code cleanup and * fix slop ports * better sampling API * make filter work + use the method i made for its intended purpose * fix test fails real quick * magic mirror cleanup, remove TODO * don't 0-init the organ profile data * remove deltastates --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Let vox eat trash again (#42503) * C# complete port * Getting closer * Harpy Nubody Port * Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff * Port Oni * Port Rest, except Motorkind * Port Motorkind * Remove more surgery, restore too much deleted stuff * Fix Typos and change some organ names. Need to split eyes next * Harpy HAve Wings again * Some fixes, More Surgeyr Removal, Copying of eye organs * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Use correct Body imports * Markings Refactoring, Harpy Layering * Motorkind doesn't crash anymore. Some layer remappings. * Allow Organs to have Markings Displacements again. (#43604) * first shtep * readd markings support --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix STalk eyes and several layerings * Fix sexed organs (#42554) * Fix markings for several species, fit them for sexed organs and rename some files to fit them for it * Additional IPC-related removals * Vulpkanin eyes are now correct again * Fix Subtle Cultist Marks on species * Fix Asakim Sprites (sexed) and make CD imports work * Migration, error fixes, and Height * Fix humanoid profile voice being broken (#42550) Fix humanoid appearance voice being broken * Change Kitsune SexChanged Event to with ref * Fix asakim issue, Respirator fix * Simplify hands UI code (#42534) * Simplify hands UI code * i remembered about SortedHands in the component * minor cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration * yml linter errors and an rudimentary onAdd Organ Functionality * Fixing it trying to remove nothing * midpoint migration * Why do you put so many organs everywhere * More missing prototypes * Migration of more organs * Forgot lungs * Move character preview handling into a specialized control (#41252) * Move character preview handling into a specialized control Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> * Restore job name that I accidentally removed from character picker buttons * Just resolve dependencies the standard way --------- Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com> * Drop ICharacterProfile/ICharacterAppearance interfaces (#42661) * Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865) Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * Changes to make it work for us. * No more bald Harpy * OperatingTables instead of null * Adding Delta V Comments, commenting out instead of deleting * Fix broken Height Scale. * Remove HumanoidSilicon Mention * Did an error. Readded, uncommented. * Clean up Marking data structure, add tests for Zombie transformation (#42756) * Clean up Marking data structure, add tests for Zombie transformation * empty * AAAAAAAAAAAAAAAA --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix markings colour setting (#42771) * Fix: Markings Color For Downstream * Comment out A Leg. Remove Todo * Revert to original hidden species code --------- Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: Absotively <jen@jenpollock.ca> Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Myra <vasilis@pikachu.systems>
113 lines
3.7 KiB
C#
113 lines
3.7 KiB
C#
using Content.Shared.Damage.Components;
|
|
using Content.Shared.Damage.Events;
|
|
using Content.Shared.Destructible;
|
|
using Content.Shared.Nutrition;
|
|
using Content.Shared.Prototypes;
|
|
using Content.Shared.Rejuvenate;
|
|
using Content.Shared.Slippery;
|
|
using Content.Shared.StatusEffect;
|
|
using Content.Shared.StatusEffectNew;
|
|
using Content.Shared.StatusEffectNew.Components;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Damage.Systems;
|
|
|
|
public abstract class SharedGodmodeSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _protoMan = default!;
|
|
[Dependency] private readonly DamageableSystem _damageable = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<GodmodeComponent, BeforeDamageChangedEvent>(OnBeforeDamageChanged);
|
|
SubscribeLocalEvent<GodmodeComponent, BeforeStatusEffectAddedEvent>(OnBeforeStatusEffect);
|
|
SubscribeLocalEvent<GodmodeComponent, BeforeOldStatusEffectAddedEvent>(OnBeforeOldStatusEffect);
|
|
SubscribeLocalEvent<GodmodeComponent, BeforeStaminaDamageEvent>(OnBeforeStaminaDamage);
|
|
SubscribeLocalEvent<GodmodeComponent, IngestibleEvent>(BeforeEdible);
|
|
SubscribeLocalEvent<GodmodeComponent, SlipAttemptEvent>(OnSlipAttempt);
|
|
SubscribeLocalEvent<GodmodeComponent, DestructionAttemptEvent>(OnDestruction);
|
|
}
|
|
|
|
private void OnSlipAttempt(EntityUid uid, GodmodeComponent component, SlipAttemptEvent args)
|
|
{
|
|
args.NoSlip = true;
|
|
}
|
|
|
|
private void OnBeforeDamageChanged(EntityUid uid, GodmodeComponent component, ref BeforeDamageChangedEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnBeforeStatusEffect(EntityUid uid, GodmodeComponent component, ref BeforeStatusEffectAddedEvent args)
|
|
{
|
|
if (_protoMan.Index(args.Effect).HasComponent<RejuvenateRemovedStatusEffectComponent>(Factory))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnBeforeOldStatusEffect(Entity<GodmodeComponent> ent, ref BeforeOldStatusEffectAddedEvent args)
|
|
{
|
|
// Old status effect system doesn't distinguish between good and bad status effects
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnBeforeStaminaDamage(EntityUid uid, GodmodeComponent component, ref BeforeStaminaDamageEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnDestruction(Entity<GodmodeComponent> ent, ref DestructionAttemptEvent args)
|
|
{
|
|
args.Cancel();
|
|
}
|
|
|
|
private void BeforeEdible(Entity<GodmodeComponent> ent, ref IngestibleEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
public virtual void EnableGodmode(EntityUid uid, GodmodeComponent? godmode = null)
|
|
{
|
|
godmode ??= EnsureComp<GodmodeComponent>(uid);
|
|
|
|
if (TryComp<DamageableComponent>(uid, out var damageable))
|
|
{
|
|
godmode.OldDamage = new DamageSpecifier(damageable.Damage);
|
|
}
|
|
|
|
// Rejuv to cover other stuff
|
|
RaiseLocalEvent(uid, new RejuvenateEvent());
|
|
}
|
|
|
|
public virtual void DisableGodmode(EntityUid uid, GodmodeComponent? godmode = null)
|
|
{
|
|
if (!Resolve(uid, ref godmode, false))
|
|
return;
|
|
|
|
if (godmode.OldDamage != null)
|
|
{
|
|
_damageable.SetDamage(uid, godmode.OldDamage);
|
|
}
|
|
|
|
RemComp<GodmodeComponent>(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggles godmode for a given entity.
|
|
/// </summary>
|
|
/// <param name="uid">The entity to toggle godmode for.</param>
|
|
/// <returns>true if enabled, false if disabled.</returns>
|
|
public bool ToggleGodmode(EntityUid uid)
|
|
{
|
|
if (TryComp<GodmodeComponent>(uid, out var godmode))
|
|
{
|
|
DisableGodmode(uid, godmode);
|
|
return false;
|
|
}
|
|
|
|
EnableGodmode(uid, godmode);
|
|
return true;
|
|
}
|
|
}
|