* 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
63 lines
2.5 KiB
C#
63 lines
2.5 KiB
C#
using Content.Server.Body.Systems;
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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.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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base.Initialize();
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SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<DevourerComponent, BeingGibbedEvent>(OnGibContents);
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}
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private void OnDoAfter(EntityUid uid, DevourerComponent component, DevourDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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var ichorInjection = new Solution(component.Chemical, component.HealRate);
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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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_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 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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}
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_audioSystem.PlayPvs(component.SoundDevour, uid);
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}
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private void OnGibContents(EntityUid uid, DevourerComponent component, ref BeingGibbedEvent args)
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{
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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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// and for some another reason GibbingSystem, which should empty all containers, doesn't get involved in this process
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ContainerSystem.EmptyContainer(component.Stomach);
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}
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}
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