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>
76 lines
2.7 KiB
C#
76 lines
2.7 KiB
C#
using System.Linq;
|
|
using Content.Shared._DV.Polymorph;
|
|
using Content.Shared.Body;
|
|
using Content.Shared.Intellicard;
|
|
using Content.Shared.Mind.Components;
|
|
using Robust.Shared.Containers;
|
|
|
|
namespace Content.Shared._DV.Containers;
|
|
|
|
public sealed class ContentContainerSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedContainerSystem _container = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
|
|
private List<EntityUid> _found = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<ContainerManagerComponent, BeforePolymorphedEvent>(OnBeforePolymorphed);
|
|
}
|
|
|
|
private void OnBeforePolymorphed(Entity<ContainerManagerComponent> ent, ref BeforePolymorphedEvent args)
|
|
{
|
|
// Recursively drop all entities with MindContainerComponent in all containers on the entity
|
|
// This prevents players from being sent to null-space when carried by a polymorphing entity
|
|
var stack = new Stack<EntityUid>();
|
|
_found.Clear();
|
|
stack.Push(ent);
|
|
|
|
while (stack.Count > 0)
|
|
{
|
|
var currentUid = stack.Pop();
|
|
|
|
if (!HasComp<ContainerManagerComponent>(currentUid))
|
|
continue;
|
|
|
|
foreach (var container in _container.GetAllContainers(currentUid))
|
|
{
|
|
foreach (var entity in container.ContainedEntities)
|
|
{
|
|
// We will end up recursing over each of our body parts, so
|
|
// we need to make sure that we don't end up dropping our
|
|
// own brain, since that can gain a MindContainer if it was
|
|
// operated on.
|
|
if (TryComp<OrganComponent>(entity, out var organ)
|
|
&& organ.Body.HasValue) // Yeah so that's KINDA in use.
|
|
continue;
|
|
|
|
if (HasComp<MindContainerComponent>(entity))
|
|
{
|
|
_found.Add(entity);
|
|
continue;
|
|
}
|
|
|
|
if (HasComp<IntellicardComponent>(entity))
|
|
{
|
|
// Dump out the WHOLE intellicard rather than just the entities contained inside.
|
|
_found.Add(entity);
|
|
continue;
|
|
}
|
|
|
|
if (stack.Count < 1000) // Unlikely to have over 1000 nested entities unless there is an infinite loop.
|
|
stack.Push(entity); // Process this entity's containers next
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var entity in _found)
|
|
{
|
|
_transform.AttachToGridOrMap(entity);
|
|
}
|
|
}
|
|
}
|