Fix non-humanoid mobs being destroyed on devour (#38087)

* Allow non-preference living things to be added to a devourer's stomach

* Fix ordering of devour logic

* Minor refactor for whitelist on storage and food preference

* Fix linter issue

* Coerce workflow to run again; also fix bad indenting error

* Code review changes
This commit is contained in:
Sparlight
2025-07-09 06:43:35 -06:00
committed by GitHub
parent 5a46e09830
commit 2c3c510fe9
4 changed files with 44 additions and 34 deletions

View File

@@ -3,13 +3,14 @@ using Content.Shared.Body.Events;
using Content.Shared.Chemistry.Components;
using Content.Shared.Devour;
using Content.Shared.Devour.Components;
using Content.Shared.Humanoid;
using Content.Shared.Whitelist;
namespace Content.Server.Devour;
public sealed class DevourSystem : SharedDevourSystem
{
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _entityWhitelistSystem = default!;
public override void Initialize()
{
@@ -26,18 +27,20 @@ public sealed class DevourSystem : SharedDevourSystem
var ichorInjection = new Solution(component.Chemical, component.HealRate);
if (component.FoodPreference == FoodPreference.All ||
(component.FoodPreference == FoodPreference.Humanoid && HasComp<HumanoidAppearanceComponent>(args.Args.Target)))
// Grant ichor if the devoured thing meets the dragon's food preference
if (args.Args.Target != null && _entityWhitelistSystem.IsWhitelistPassOrNull(component.FoodPreferenceWhitelist, (EntityUid)args.Args.Target))
{
if (component.ShouldStoreDevoured && args.Args.Target is not null)
{
ContainerSystem.Insert(args.Args.Target.Value, component.Stomach);
}
_bloodstreamSystem.TryAddToChemicals(uid, ichorInjection);
}
// If the devoured thing meets the stomach whitelist criteria, add it to the stomach
if (args.Args.Target != null && _entityWhitelistSystem.IsWhitelistPass(component.StomachStorageWhitelist, (EntityUid)args.Args.Target))
{
ContainerSystem.Insert(args.Args.Target.Value, component.Stomach);
}
//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
//If it's not human, it must be a structure
//If it's not alive, it must be a structure.
// Delete if the thing isn't in the stomach storage whitelist (or the stomach whitelist is null/empty)
else if (args.Args.Target != null)
{
QueueDel(args.Args.Target.Value);
@@ -48,7 +51,7 @@ public sealed class DevourSystem : SharedDevourSystem
private void OnGibContents(EntityUid uid, DevourerComponent component, ref BeingGibbedEvent args)
{
if (!component.ShouldStoreDevoured)
if (component.StomachStorageWhitelist == null)
return;
// For some reason we have two different systems that should handle gibbing,