using Content.Server.Polymorph.Systems; using Content.Shared.Polymorph; using Content.Shared.Trigger; using Content.Shared.Trigger.Components.Effects; using Robust.Shared.Prototypes; namespace Content.Server.Trigger.Systems; public sealed partial class PolymorphOnTriggerSystem : EntitySystem { [Dependency] private readonly PolymorphSystem _polymorph = default!; /// /// Need to do this so we don't get a collection enumeration error in physics by polymorphing /// an entity we're colliding with in case of TriggerOnCollide. /// Also makes sure other trigger effects don't activate in nullspace after we have polymorphed. /// private Queue<(EntityUid Uid, ProtoId Polymorph)> _queuedPolymorphUpdates = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnTrigger); } private void OnTrigger(Entity ent, ref TriggerEvent args) { if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key)) return; var target = ent.Comp.TargetUser ? args.User : ent.Owner; if (target == null) return; _queuedPolymorphUpdates.Enqueue((target.Value, ent.Comp.Polymorph)); args.Handled = true; } public override void Update(float frametime) { while (_queuedPolymorphUpdates.TryDequeue(out var data)) { if (TerminatingOrDeleted(data.Uid)) continue; _polymorph.PolymorphEntity(data.Uid, data.Polymorph); } } }