60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
using Content.Server.Body.Components;
|
|
using Content.Server.Body.Systems;
|
|
using Content.Shared.Chemistry.Components;
|
|
using Content.Shared.Devour;
|
|
using Content.Shared.Devour.Components;
|
|
using Content.Shared.Humanoid;
|
|
|
|
namespace Content.Server.Devour;
|
|
|
|
public sealed class DevourSystem : SharedDevourSystem
|
|
{
|
|
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
|
|
SubscribeLocalEvent<DevourerComponent, BeingGibbedEvent>(OnGibContents);
|
|
}
|
|
|
|
private void OnDoAfter(EntityUid uid, DevourerComponent component, DevourDoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Cancelled)
|
|
return;
|
|
|
|
var ichorInjection = new Solution(component.Chemical, component.HealRate);
|
|
|
|
if (component.FoodPreference == FoodPreference.All ||
|
|
(component.FoodPreference == FoodPreference.Humanoid && HasComp<HumanoidAppearanceComponent>(args.Args.Target)))
|
|
{
|
|
if (component.ShouldStoreDevoured && args.Args.Target is not null)
|
|
{
|
|
ContainerSystem.Insert(args.Args.Target.Value, component.Stomach);
|
|
}
|
|
_bloodstreamSystem.TryAddToChemicals(uid, ichorInjection);
|
|
}
|
|
|
|
//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
|
|
else if (args.Args.Target != null)
|
|
{
|
|
QueueDel(args.Args.Target.Value);
|
|
}
|
|
|
|
_audioSystem.PlayPvs(component.SoundDevour, uid);
|
|
}
|
|
|
|
private void OnGibContents(EntityUid uid, DevourerComponent component, ref BeingGibbedEvent args)
|
|
{
|
|
if (!component.ShouldStoreDevoured)
|
|
return;
|
|
|
|
// For some reason we have two different systems that should handle gibbing,
|
|
// and for some another reason GibbingSystem, which should empty all containers, doesn't get involved in this process
|
|
ContainerSystem.EmptyContainer(component.Stomach);
|
|
}
|
|
}
|
|
|