Files
Delta-v/Content.Shared/Mobs/Systems/MobStateSystem.StateMachine.cs
T
b465cfb3fd Nubody Merge (#5670)
* 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

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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

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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

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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>
2026-05-12 21:55:29 +02:00

134 lines
5.7 KiB
C#

using Content.Shared.Database;
using Content.Shared.Mobs.Components;
using Robust.Shared.Player;
namespace Content.Shared.Mobs.Systems;
public partial class MobStateSystem
{
#region Public API
/// <summary>
/// Check if an Entity can be set to a particular MobState
/// </summary>
/// <param name="entity">Target Entity</param>
/// <param name="mobState">MobState to check</param>
/// <param name="component">MobState Component owned by the target</param>
/// <returns>If the entity can be set to that MobState</returns>
public bool HasState(EntityUid entity, MobState mobState, MobStateComponent? component = null)
{
return _mobStateQuery.Resolve(entity, ref component, false) &&
component.AllowedStates.Contains(mobState);
}
/// <summary>
/// Run a MobState update check. This will trigger update events if the state has been changed.
/// </summary>
/// <param name="entity">Target Entity we want to change the MobState of</param>
/// <param name="component">MobState Component attached to the entity</param>
/// <param name="origin">Entity that caused the state update (if applicable)</param>
public void UpdateMobState(EntityUid entity, MobStateComponent? component = null, EntityUid? origin = null)
{
if (!_mobStateQuery.Resolve(entity, ref component))
return;
var ev = new UpdateMobStateEvent {Target = entity, Component = component, Origin = origin};
RaiseLocalEvent(entity, ref ev);
ChangeState(entity, component, ev.State, origin: origin);
}
/// <summary>
/// Change the MobState without triggering UpdateMobState events.
/// WARNING: use this sparingly when you need to override other systems (MobThresholds)
/// </summary>
/// <param name="entity">Target Entity we want to change the MobState of</param>
/// <param name="mobState">The new MobState we want to set</param>
/// <param name="component">MobState Component attached to the entity</param>
/// <param name="origin">Entity that caused the state update (if applicable)</param>
public void ChangeMobState(EntityUid entity, MobState mobState, MobStateComponent? component = null,
EntityUid? origin = null)
{
if (!_mobStateQuery.Resolve(entity, ref component))
return;
ChangeState(entity, component, mobState, origin: origin);
}
#endregion
#region Virtual API
/// <summary>
/// Called when a new MobState is entered.
/// </summary>
/// <param name="entity">The owner of the MobState Component</param>
/// <param name="component">MobState Component owned by the target</param>
/// <param name="state">The new MobState</param>
protected virtual void OnEnterState(EntityUid entity, MobStateComponent component, MobState state)
{
OnStateEnteredSubscribers(entity, component, state);
}
/// <summary>
/// Called when this entity changes MobState
/// </summary>
/// <param name="entity">The owner of the MobState Component</param>
/// <param name="component">MobState Component owned by the target</param>
/// <param name="oldState">The previous MobState</param>
/// <param name="newState">The new MobState</param>
protected virtual void OnStateChanged(EntityUid entity, MobStateComponent component, MobState oldState,
MobState newState)
{
}
/// <summary>
/// Called when a new MobState is exited.
/// </summary>
/// <param name="entity">The owner of the MobState Component</param>
/// <param name="component">MobState Component owned by the target</param>
/// <param name="state">The old MobState</param>
protected virtual void OnExitState(EntityUid entity, MobStateComponent component, MobState state)
{
OnStateExitSubscribers(entity, component, state);
}
#endregion
#region Private Implementation
//Actually change the MobState
private void ChangeState(EntityUid target, MobStateComponent component, MobState newState, EntityUid? origin = null)
{
var oldState = component.CurrentState;
//make sure we are allowed to enter the new state
if (oldState == newState || !component.AllowedStates.Contains(newState))
return;
OnExitState(target, component, oldState);
component.CurrentState = newState;
OnEnterState(target, component, newState);
var ev = new MobStateChangedEvent(target, component, oldState, newState, origin);
OnStateChanged(target, component, oldState, newState);
RaiseLocalEvent(target, ev, true);
if (origin != null && HasComp<ActorComponent>(origin) && HasComp<ActorComponent>(target) && oldState < newState)
_adminLogger.Add(LogType.Damaged, LogImpact.High, $"{ToPrettyString(origin):player} caused {ToPrettyString(target):player} state to change from {oldState} to {newState}");
else
_adminLogger.Add(LogType.Damaged, oldState == MobState.Alive ? LogImpact.Low : LogImpact.Medium, $"{ToPrettyString(target):user} state changed from {oldState} to {newState}");
Dirty(target, component);
}
#endregion
}
/// <summary>
/// Event that gets triggered when we want to update the mobstate. This allows for systems to override MobState changes
/// </summary>
/// <param name="Target">The Entity whose MobState is changing</param>
/// <param name="Component">The MobState Component owned by the Target</param>
/// <param name="State">The new MobState we want to set</param>
/// <param name="Origin">Entity that caused the state update (if applicable)</param>
[ByRefEvent]
public record struct UpdateMobStateEvent(EntityUid Target, MobStateComponent Component, MobState State,
EntityUid? Origin = null);