Files
Delta-v/Content.Shared/Body/Systems/SharedBodySystem.Body.cs
T
CorynandJanet Blackquill cb62b27fcf Nubody (2/3) - ShitMed removal (#5844)
* Reapply "Nubody Merge" (#5807)

This reverts commit d62f7cef10.

* Revert "Nubody Merge (#5670)"

This reverts commit b465cfb3fd.

* Revert "IPC fibers (#4968)"

This reverts commit c2b42211f0.

* Revert "IPC Polymorph fix (#4545)"

This reverts commit fa03d8c655.

* Revert "fix IPC not having humanoid emotes (#4445)"

This reverts commit 216fdf999f.

* Revert "ipc heat/cold (#4306)"

This reverts commit fafd5cf816.

* Revert "ipc cables (#4283)"

This reverts commit 54958039a1.

* Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)"

This reverts commit 71e8b7e64b.

* Revert "fix ipcs not being able to disarm (#3374)"

This reverts commit 764c4dcf54.

* Revert "make steel heal caustic for ipcs (#3206)"

This reverts commit 450ac82550.

* Revert "add missing ipc survival boxes (#3065)"

This reverts commit 888c9cdb00.

* Revert "make borgs use ipc repairing (#3064)"

This reverts commit f77a49dd0b.

* Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)"

This reverts commit 7220643531.

* Revert "Tweak IPCs (#2979)"

This reverts commit 98b47476de.

* Revert "fix nukies ipc test fail (#2957)"

This reverts commit 4a1acbf863.

* Revert "fix ipc nukies not getting comms (#2884)"

This reverts commit 8a2254770e.

* Revert "fix ipc encryption key mispredict (#2879)"

This reverts commit f08726efc1.

* Revert "Merge pull request #2800 from Spielern/port-ipc"

This reverts commit 822fa4312c, reversing
changes made to fe4c23c702.

* 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 commit 83a8002922, reversing
changes made to baa89b0052.

* Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)"

This reverts commit a40f0be6fd.

* Revert "Psionic Prosthetics (#4689)"

This reverts commit 2679bb238a.

* Revert "Add surgical cleanliness and sanitation (#2847)"

This reverts commit 64565ba4f7.

* Remove unremoved mentions

* Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)"

This reverts commit d0da90fa2e.

* 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>
2026-05-21 20:27:04 -04:00

304 lines
11 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.Body.Components;
using Content.Shared.Body.Organ;
using Content.Shared.Body.Part;
using Content.Shared.Body.Prototypes;
using Content.Shared.DragDrop;
using Content.Shared.Gibbing;
using Content.Shared.Inventory;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Shared.Body.Systems;
public partial class SharedBodySystem
{
/*
* tl;dr of how bobby works
* - BodyComponent uses a BodyPrototype as a template.
* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
*/
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly GibbingSystem _gibbingSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
private const float GibletLaunchImpulse = 8;
private const float GibletLaunchImpulseVariance = 3;
private void InitializeBody()
{
// Body here to handle root body parts.
SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
}
private void OnBodyInserted(Entity<BodyComponent> ent, ref EntInsertedIntoContainerMessage args)
{
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var insertedUid = args.Entity;
if (TryComp(insertedUid, out BodyPartComponent? part))
{
AddPart((ent, ent), (insertedUid, part), slotId);
RecursiveBodyUpdate((insertedUid, part), ent);
}
if (TryComp(insertedUid, out OrganComponent? organ))
{
AddOrgan((insertedUid, organ), ent, ent);
}
}
private void OnBodyRemoved(Entity<BodyComponent> ent, ref EntRemovedFromContainerMessage args)
{
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var removedUid = args.Entity;
DebugTools.Assert(!TryComp(removedUid, out BodyPartComponent? b) || b.Body == ent);
DebugTools.Assert(!TryComp(removedUid, out OrganComponent? o) || o.Body == ent);
if (TryComp(removedUid, out BodyPartComponent? part))
{
RemovePart((ent, ent), (removedUid, part), slotId);
RecursiveBodyUpdate((removedUid, part), null);
}
if (TryComp(removedUid, out OrganComponent? organ))
RemoveOrgan((removedUid, organ), ent);
}
private void OnBodyInit(Entity<BodyComponent> ent, ref ComponentInit args)
{
// Setup the initial container.
ent.Comp.RootContainer = Containers.EnsureContainer<ContainerSlot>(ent, BodyRootContainerId);
}
private void OnBodyMapInit(Entity<BodyComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.Prototype is null)
return;
// One-time setup
// Obviously can't run in Init to avoid double-spawns on save / load.
var prototype = Prototypes.Index(ent.Comp.Prototype.Value);
MapInitBody(ent, prototype);
}
private void MapInitBody(Entity<BodyComponent> bodyEntity, BodyPrototype prototype) // DeltaV - don't drop the component, we need it for below
{
var protoRoot = prototype.Slots[prototype.Root];
if (protoRoot.Part is null)
return;
// This should already handle adding the entity to the root.
var rootPartUid = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
var rootPart = Comp<BodyPartComponent>(rootPartUid);
rootPart.Body = bodyEntity;
Dirty(rootPartUid, rootPart);
// Setup the rest of the body entities.
SetupOrgans((rootPartUid, rootPart), protoRoot.Organs);
MapInitParts(rootPartUid, prototype);
}
private void OnBodyCanDrag(Entity<BodyComponent> ent, ref CanDragEvent args)
{
args.Handled = true;
}
/// <summary>
/// Sets up all of the relevant body parts for a particular body entity and root part.
/// </summary>
private void MapInitParts(EntityUid rootPartId, BodyPrototype prototype)
{
// Start at the root part and traverse the body graph, setting up parts as we go.
// Basic BFS pathfind.
var rootSlot = prototype.Root;
var frontier = new Queue<string>();
frontier.Enqueue(rootSlot);
// Child -> Parent connection.
var cameFrom = new Dictionary<string, string>();
cameFrom[rootSlot] = rootSlot;
// Maps slot to its relevant entity.
var cameFromEntities = new Dictionary<string, EntityUid>();
cameFromEntities[rootSlot] = rootPartId;
while (frontier.TryDequeue(out var currentSlotId))
{
var currentSlot = prototype.Slots[currentSlotId];
foreach (var connection in currentSlot.Connections)
{
// Already been handled
if (!cameFrom.TryAdd(connection, currentSlotId))
continue;
// Setup part
var connectionSlot = prototype.Slots[connection];
var parentEntity = cameFromEntities[currentSlotId];
var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
// Spawn the entity on the target
// then get the body part type, create the slot, and finally
// we can insert it into the container.
var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
cameFromEntities[connection] = childPart;
var childPartComponent = Comp<BodyPartComponent>(childPart);
var partSlot = CreatePartSlot(parentEntity, connection, childPartComponent.PartType, parentPartComponent);
var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
if (partSlot is null || !Containers.Insert(childPart, cont))
{
Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
QueueDel(childPart);
continue;
}
// Add organs
SetupOrgans((childPart, childPartComponent), connectionSlot.Organs);
// Enqueue it so we can also get its neighbors.
frontier.Enqueue(connection);
}
}
}
private void SetupOrgans(Entity<BodyPartComponent> ent, Dictionary<string, string> organs)
{
foreach (var (organSlotId, organProto) in organs)
{
var slot = CreateOrganSlot((ent, ent), organSlotId);
SpawnInContainerOrDrop(organProto, ent, GetOrganContainerId(organSlotId));
if (slot is null)
{
Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(ent)}");
}
}
}
/// <summary>
/// Gets all body containers on this entity including the root one.
/// </summary>
public IEnumerable<BaseContainer> GetBodyContainers(
EntityUid id,
BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (!Resolve(id, ref body, logMissing: false)
|| body.RootContainer.ContainedEntity is null
|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
{
yield break;
}
yield return body.RootContainer;
foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return childContainer;
}
}
/// <summary>
/// Gets all child body parts of this entity, including the root entity.
/// </summary>
public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(
EntityUid? id,
BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (id is null
|| !Resolve(id.Value, ref body, logMissing: false)
|| body.RootContainer is null // Delta-V - Fix this shitmed change
|| body.RootContainer.ContainedEntity is null
|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
{
yield break;
}
foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return child;
}
}
public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(
EntityUid? bodyId,
BodyComponent? body = null)
{
if (bodyId is null || !Resolve(bodyId.Value, ref body, logMissing: false))
yield break;
foreach (var part in GetBodyChildren(bodyId, body))
{
foreach (var organ in GetPartOrgans(part.Id, part.Component))
{
yield return organ;
}
}
}
/// <summary>
/// Returns all body part slots for this entity.
/// </summary>
/// <param name="bodyId"></param>
/// <param name="body"></param>
/// <returns></returns>
public IEnumerable<BodyPartSlot> GetBodyAllSlots(
EntityUid bodyId,
BodyComponent? body = null)
{
if (!Resolve(bodyId, ref body, logMissing: false)
|| body.RootContainer.ContainedEntity is null)
{
yield break;
}
foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
{
yield return slot;
}
}
private void OnBeingGibbed(Entity<BodyComponent> ent, ref BeingGibbedEvent args)
{
var parts = GetBodyChildren(ent, ent).ToArray();
args.Giblets.EnsureCapacity(args.Giblets.Capacity + parts.Length);
foreach (var part in parts)
{
foreach (var organ in GetPartOrgans(part.Id, part.Component))
{
args.Giblets.Add(organ.Id);
}
PredictedQueueDel(part.Id);
}
foreach (var item in _inventory.GetHandOrInventoryEntities(ent.Owner))
{
args.Giblets.Add(item);
}
}
}