mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* 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>
89 lines
3.1 KiB
C#
89 lines
3.1 KiB
C#
using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Localizations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Damage;
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/// <summary>
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/// Evenly heal the damage types in a damage group by up to a specified total on this entity.
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/// Total adjustment is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class EvenHealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, EvenHealthChange>
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<EvenHealthChange> args)
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{
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foreach (var (group, amount) in args.Effect.Damage)
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{
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_damageable.HealEvenly(entity.AsNullable(), amount * args.Scale, group);
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}
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class EvenHealthChange : EntityEffectBase<EvenHealthChange>
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{
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/// <summary>
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/// Damage to heal, collected into entire damage groups.
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/// </summary>
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[DataField(required: true)]
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public Dictionary<ProtoId<DamageGroupPrototype>, FixedPoint2> Damage = new();
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/// <summary>
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/// Should this effect ignore damage modifiers?
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/// </summary>
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[DataField]
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public bool IgnoreResistances = true;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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var damages = new List<string>();
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var heals = false;
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var deals = false;
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var damagableSystem = entSys.GetEntitySystem<DamageableSystem>();
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var universalReagentDamageModifier = damagableSystem.UniversalReagentDamageModifier;
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var universalReagentHealModifier = damagableSystem.UniversalReagentHealModifier;
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foreach (var (group, amount) in Damage)
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{
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var groupProto = prototype.Index(group);
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var sign = FixedPoint2.Sign(amount);
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float mod;
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switch (sign)
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{
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case < 0:
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heals = true;
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mod = universalReagentHealModifier;
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break;
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case > 0:
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deals = true;
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mod = universalReagentDamageModifier;
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break;
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default:
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continue; // Don't need to show damage types of 0...
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}
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damages.Add(
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Loc.GetString("health-change-display",
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("kind", groupProto.LocalizedName),
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("amount", MathF.Abs(amount.Float() * mod)),
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("deltasign", sign)
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));
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}
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var healsordeals = heals ? deals ? "both" : "heals" : deals ? "deals" : "none";
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return Loc.GetString("entity-effect-guidebook-even-health-change",
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("chance", Probability),
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("changes", ContentLocalizationManager.FormatList(damages)),
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("healsordeals", healsordeals));
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}
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}
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