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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>
86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
using System.Linq;
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using Content.Shared.EntityEffects;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.EntityConditions;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Localization;
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namespace Content.Shared._DV.EntityConditions.Conditions;
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/// <summary>
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/// Reagent effect condition that depends on if the entity has a given component(s), potentially on a body part.
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/// </summary>
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/// <inheritdoc cref="EntityConditionSystem{T, TCondition}"/>
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public sealed partial class HasComponentsConditionSystem : EntityConditionSystem<MetaDataComponent, HasComponentCondition>
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{
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[Dependency] private readonly EntityManager _ent = default!;
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[Dependency] private readonly SharedBodySystem _body = default!;
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protected override void Condition(Entity<MetaDataComponent> entity, ref EntityConditionEvent<HasComponentCondition> args)
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{
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var targetEntity = args.Condition.BodyPart is { } bodyPart
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? _body.GetBodyChildrenOfType(entity.Owner, bodyPart).Select(it => it.Id).FirstOrDefault()
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: entity.Owner;
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if (!targetEntity.IsValid())
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{
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args.Result = !args.Condition.ShouldHave;
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return;
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}
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var tested =
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args.Condition.ConsiderAll
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? args.Condition.Components.Values.All(c => _ent.HasComponent(targetEntity, c.Component.GetType()))
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: args.Condition.Components.Values.Any(c => _ent.HasComponent(targetEntity, c.Component.GetType()));
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args.Result = tested ^ !args.Condition.ShouldHave;
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}
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}
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/// <inheritdoc cref="EntityCondition"/>
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public sealed partial class HasComponentCondition : EntityConditionBase<HasComponentCondition>
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{
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/// <summary>
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/// The set of components that this condition cares about
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry Components;
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/// <summary>
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/// Whether or not the given components should be present
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/// </summary>
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[DataField]
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public bool ShouldHave = true;
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/// <summary>
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/// Whether the check is an existential or universal check
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/// </summary>
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[DataField]
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public bool ConsiderAll;
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/// <summary>
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/// The explanation displayed in the guidebook for this condition
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/// </summary>
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[DataField(required: true)]
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public LocId Explanation;
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/// <summary>
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/// The body part of the entity to test for the components
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/// </summary>
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[DataField]
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public BodyPartType? BodyPart;
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/// <summary>
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/// The side of the entity's body to test for the components
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/// </summary>
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[DataField]
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public BodyPartSymmetry? BodyPartSymmetry;
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public override string EntityConditionGuidebookText(IPrototypeManager prototype) => Loc.GetString(Explanation);
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}
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