* texture appropriation * add code for projector * add chameleon projector yml * damage and actions * prevent small props being killed round removing you (700 damage from a single shot) * tweak default * oop * do appearance properly, need engine update * fix bugs, blacklist pda * remove status icons * amou * sus * fix test + make props fast * amouuuung * remove funny log --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
100 lines
4.0 KiB
C#
100 lines
4.0 KiB
C#
using Content.Server.Polymorph.Components;
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using Content.Shared.Actions;
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using Content.Shared.Construction.Components;
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using Content.Shared.Hands;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Polymorph;
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using Content.Shared.Polymorph.Components;
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using Content.Shared.Polymorph.Systems;
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using Content.Shared.StatusIcon.Components;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.Polymorph.Systems;
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public sealed class ChameleonProjectorSystem : SharedChameleonProjectorSystem
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{
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[Dependency] private readonly MetaDataSystem _meta = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly PolymorphSystem _polymorph = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChameleonDisguiseComponent, GotEquippedHandEvent>(OnEquippedHand);
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SubscribeLocalEvent<ChameleonDisguiseComponent, DisguiseToggleNoRotEvent>(OnToggleNoRot);
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SubscribeLocalEvent<ChameleonDisguiseComponent, DisguiseToggleAnchoredEvent>(OnToggleAnchored);
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}
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private void OnEquippedHand(Entity<ChameleonDisguiseComponent> ent, ref GotEquippedHandEvent args)
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{
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if (!TryComp<PolymorphedEntityComponent>(ent, out var poly))
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return;
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_polymorph.Revert((ent, poly));
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args.Handled = true;
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}
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public override void Disguise(ChameleonProjectorComponent proj, EntityUid user, EntityUid entity)
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{
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if (_polymorph.PolymorphEntity(user, proj.Polymorph) is not {} disguise)
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return;
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// make disguise look real (for simple things at least)
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var meta = MetaData(entity);
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_meta.SetEntityName(disguise, meta.EntityName);
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_meta.SetEntityDescription(disguise, meta.EntityDescription);
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var comp = EnsureComp<ChameleonDisguiseComponent>(disguise);
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comp.SourceEntity = entity;
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comp.SourceProto = Prototype(entity)?.ID;
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Dirty(disguise, comp);
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// no sechud trolling
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RemComp<StatusIconComponent>(disguise);
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_appearance.CopyData(entity, disguise);
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var mass = CompOrNull<PhysicsComponent>(entity)?.Mass ?? 0f;
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// let the disguise die when its taken enough damage, which then transfers to the player
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// health is proportional to mass, and capped to not be insane
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if (TryComp<MobThresholdsComponent>(disguise, out var thresholds))
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{
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// if the player is of flesh and blood, cap max health to theirs
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// so that when reverting damage scales 1:1 and not round removing
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var playerMax = _mobThreshold.GetThresholdForState(user, MobState.Dead).Float();
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var max = playerMax == 0f ? proj.MaxHealth : Math.Max(proj.MaxHealth, playerMax);
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var health = Math.Clamp(mass, proj.MinHealth, proj.MaxHealth);
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_mobThreshold.SetMobStateThreshold(disguise, health, MobState.Critical, thresholds);
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_mobThreshold.SetMobStateThreshold(disguise, max, MobState.Dead, thresholds);
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}
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// add actions for controlling transform aspects
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_actions.AddAction(disguise, proj.NoRotAction);
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_actions.AddAction(disguise, proj.AnchorAction);
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}
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private void OnToggleNoRot(Entity<ChameleonDisguiseComponent> ent, ref DisguiseToggleNoRotEvent args)
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{
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var xform = Transform(ent);
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xform.NoLocalRotation = !xform.NoLocalRotation;
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}
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private void OnToggleAnchored(Entity<ChameleonDisguiseComponent> ent, ref DisguiseToggleAnchoredEvent args)
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{
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var uid = ent.Owner;
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var xform = Transform(uid);
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if (xform.Anchored)
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_xform.Unanchor(uid, xform);
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else
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_xform.AnchorEntity((uid, xform));
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}
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}
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