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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
107 lines
3.9 KiB
C#
107 lines
3.9 KiB
C#
// SPDX-FileCopyrightText: 2025 GoobBot <uristmchands@proton.me>
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// SPDX-FileCopyrightText: 2025 Solstice <solsticeofthewinter@gmail.com>
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// SPDX-FileCopyrightText: 2025 SolsticeOfTheWinter <solsticeofthewinter@gmail.com>
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// SPDX-FileCopyrightText: 2025 gluesniffler <159397573+gluesniffler@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 gluesniffler <linebarrelerenthusiast@gmail.com>
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//
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// SPDX-License-Identifier: AGPL-3.0-or-later
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using System.Linq;
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using Content.Shared._Goobstation.Devil;
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using Content.Server.Body.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Robust.Shared.Random;
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namespace Content.Server._Goobstation.Devil.Contract;
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public sealed partial class DevilContractSystem
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{
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private void InitializeSpecialActions()
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{
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SubscribeLocalEvent<DevilContractSoulOwnershipEvent>(OnSoulOwnership);
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// SubscribeLocalEvent<DevilContractLoseHandEvent>(OnLoseHand); // Delta V - Comment out for ShitMed Removal
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// SubscribeLocalEvent<DevilContractLoseLegEvent>(OnLoseLeg); // Delta V - Comment out for ShitMed Removal
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SubscribeLocalEvent<DevilContractLoseOrganEvent>(OnLoseOrgan);
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SubscribeLocalEvent<DevilContractChanceEvent>(OnChance);
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}
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private void OnSoulOwnership(DevilContractSoulOwnershipEvent args)
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{
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if (args.Contract?.ContractOwner is not { } contractOwner)
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return;
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TryTransferSouls(contractOwner, args.Target, 1);
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}
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// Delta V - ShitMed Removal, Prep for Nubody
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// private void OnLoseHand(DevilContractLoseHandEvent args)
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// {
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// if (!TryComp<BodyComponent>(args.Target, out var body))
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// return;
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// var hands = _bodySystem.GetBodyChildrenOfType(args.Target, BodyPartType.Hand, body).ToList();
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// if (hands.Count <= 0)
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// return;
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// var pick = _random.Pick(hands);
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// if (!TryComp<BodyPartComponent>(pick.Id, out var woundable)
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// || !woundable.CanSever)
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// return;
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// _bodySystem.RemovePart(new(args.Target, body), pick, _bodySystem.GetSlotFromBodyPart(pick.Component));
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// QueueDel(pick.Id);
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// Dirty(args.Target, body);
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// Log.Debug($"Removed part {ToPrettyString(pick.Id)} from {ToPrettyString(args.Target)}"); // DeltaV - Use EntitySystem Logger intead of _sawmill
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// QueueDel(pick.Id);
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// }
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// private void OnLoseLeg(DevilContractLoseLegEvent args)
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// {
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// if (!TryComp<BodyComponent>(args.Target, out var body))
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// return;
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// var legs = _bodySystem.GetBodyChildrenOfType(args.Target, BodyPartType.Leg, body).ToList();
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// if (legs.Count <= 0)
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// return;
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// var pick = _random.Pick(legs);
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// if (!TryComp<BodyPartComponent>(pick.Id, out var woundable)
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// || !woundable.CanSever)
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// return;
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// _bodySystem.RemovePart(new(args.Target, body), pick, _bodySystem.GetSlotFromBodyPart(pick.Component));
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// Dirty(args.Target, body);
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// Log.Debug($"Removed part {ToPrettyString(pick.Id)} from {ToPrettyString(args.Target)}"); // DeltaV - Use EntitySystem Logger intead of _sawmill
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// QueueDel(pick.Id);
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// }
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private void OnLoseOrgan(DevilContractLoseOrganEvent args)
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{
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// don't remove the brain, as funny as that is.
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var eligibleOrgans = _bodySystem.GetBodyOrgans(args.Target)
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.Where(o => !HasComp<BrainComponent>(o.Id))
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.ToList();
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if (eligibleOrgans.Count <= 0)
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return;
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var pick = _random.Pick(eligibleOrgans);
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_bodySystem.RemoveOrgan(pick.Id, pick.Component);
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Log.Debug($"Removed part {ToPrettyString(pick.Id)} from {ToPrettyString(args.Target)}"); // DeltaV - Use EntitySystem Logger intead of _sawmill
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QueueDel(pick.Id);
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}
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// LETS GO GAMBLING!!!!!
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private void OnChance(DevilContractChanceEvent args)
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{
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AddRandomClause(args.Target);
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}
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}
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