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
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@@ -3,13 +3,14 @@ using Content.Shared.Body.Events;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Devour;
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using Content.Shared.Devour.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Whitelist;
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namespace Content.Server.Devour;
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public sealed class DevourSystem : SharedDevourSystem
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{
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _entityWhitelistSystem = default!;
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public override void Initialize()
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{
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@@ -26,18 +27,20 @@ public sealed class DevourSystem : SharedDevourSystem
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var ichorInjection = new Solution(component.Chemical, component.HealRate);
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if (component.FoodPreference == FoodPreference.All ||
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(component.FoodPreference == FoodPreference.Humanoid && HasComp<HumanoidAppearanceComponent>(args.Args.Target)))
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// Grant ichor if the devoured thing meets the dragon's food preference
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if (args.Args.Target != null && _entityWhitelistSystem.IsWhitelistPassOrNull(component.FoodPreferenceWhitelist, (EntityUid)args.Args.Target))
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{
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if (component.ShouldStoreDevoured && args.Args.Target is not null)
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{
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ContainerSystem.Insert(args.Args.Target.Value, component.Stomach);
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}
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_bloodstreamSystem.TryAddToChemicals(uid, ichorInjection);
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}
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// If the devoured thing meets the stomach whitelist criteria, add it to the stomach
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if (args.Args.Target != null && _entityWhitelistSystem.IsWhitelistPass(component.StomachStorageWhitelist, (EntityUid)args.Args.Target))
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{
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ContainerSystem.Insert(args.Args.Target.Value, component.Stomach);
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}
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//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
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//If it's not human, it must be a structure
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//If it's not alive, it must be a structure.
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// Delete if the thing isn't in the stomach storage whitelist (or the stomach whitelist is null/empty)
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else if (args.Args.Target != null)
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{
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QueueDel(args.Args.Target.Value);
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@@ -48,7 +51,7 @@ public sealed class DevourSystem : SharedDevourSystem
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private void OnGibContents(EntityUid uid, DevourerComponent component, ref BeingGibbedEvent args)
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{
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if (!component.ShouldStoreDevoured)
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if (component.StomachStorageWhitelist == null)
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return;
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// For some reason we have two different systems that should handle gibbing,
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@@ -12,19 +12,19 @@ namespace Content.Shared.Devour.Components;
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[Access(typeof(SharedDevourSystem))]
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public sealed partial class DevourerComponent : Component
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{
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[DataField("devourAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? DevourAction = "ActionDevour";
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[DataField("devourActionEntity")]
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[DataField]
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public EntityUid? DevourActionEntity;
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[ViewVariables(VVAccess.ReadWrite), DataField("soundDevour")]
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[DataField]
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public SoundSpecifier? SoundDevour = new SoundPathSpecifier("/Audio/Effects/demon_consume.ogg")
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{
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Params = AudioParams.Default.WithVolume(-3f),
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};
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[DataField("devourTime")]
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[DataField]
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public float DevourTime = 3f;
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/// <summary>
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@@ -33,10 +33,10 @@ public sealed partial class DevourerComponent : Component
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/// NOTE: original intended design was to increase this proportionally with damage thresholds, but those proved quite difficult to get consistently. right now it devours the structure at a fixed timer.
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/// </remarks>
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/// </summary>
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[DataField("structureDevourTime")]
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[DataField]
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public float StructureDevourTime = 10f;
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[ViewVariables(VVAccess.ReadWrite), DataField("soundStructureDevour")]
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[DataField]
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public SoundSpecifier? SoundStructureDevour = new SoundPathSpecifier("/Audio/Machines/airlock_creaking.ogg")
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{
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Params = AudioParams.Default.WithVolume(-3f),
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@@ -47,10 +47,10 @@ public sealed partial class DevourerComponent : Component
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/// </summary>
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public Container Stomach = default!;
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[ViewVariables(VVAccess.ReadWrite), DataField("shouldStoreDevoured")]
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public bool ShouldStoreDevoured = true;
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[ViewVariables(VVAccess.ReadWrite), DataField("whitelist")]
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/// <summary>
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/// Determines what things the devourer can consume.
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist = new()
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{
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Components = new[]
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@@ -59,22 +59,31 @@ public sealed partial class DevourerComponent : Component
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}
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};
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/// <summary>
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/// Determines what things end up in the dragon's stomach if they eat it.
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/// If it isn't in the whitelist, it's deleted.
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/// </summary>
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[DataField]
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public EntityWhitelist? StomachStorageWhitelist;
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/// <summary>
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/// Determine's the dragon's food preference. If the eaten thing matches,
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/// it is rewarded with the reward chemical. If null, all food is fine.
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/// </summary>
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[DataField]
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public EntityWhitelist? FoodPreferenceWhitelist;
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/// <summary>
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/// The chemical ID injected upon devouring
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/// </summary>
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[DataField("chemical", customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
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public string Chemical = "Ichor";
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/// <summary>
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/// The amount of ichor injected per devour
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("healRate")]
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[DataField]
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public float HealRate = 15f;
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/// <summary>
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/// The favorite food not only feeds you, but also heals
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/// </summary>
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[DataField("foodPreference")]
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public FoodPreference FoodPreference = FoodPreference.All;
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}
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@@ -87,9 +87,3 @@ public sealed partial class DevourActionEvent : EntityTargetActionEvent { }
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[Serializable, NetSerializable]
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public sealed partial class DevourDoAfterEvent : SimpleDoAfterEvent { }
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[Serializable, NetSerializable]
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public enum FoodPreference : byte
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{
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Humanoid = 0,
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All = 1
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}
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@@ -136,8 +136,12 @@
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Piercing: 15
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Slash: 15
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- type: Devourer
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foodPreference: Humanoid
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shouldStoreDevoured: true
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foodPreferenceWhitelist:
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components:
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- HumanoidAppearance
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stomachStorageWhitelist:
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components:
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- MobState
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chemical: Ichor
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healRate: 7.5
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whitelist:
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