mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-02 17:17:25 +00:00
* 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>
304 lines
11 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|