* Shelve * 22 file diff * What if it was just better * Hold that thought * Near final Commit, then YAML hell * 95% done with cs * Working Commit * Final Commit (Before reviews tear it apart and kill me) * Add a really stupid comment. * KILL * EXPLODE TEST FAILS WITH MY MIND * I hate it here * TACTICAL NUCLEAR STRIKE * Wait what the fuck was I doing? * Comments * Me when I'm stupid * Food doesn't need solutions * API improvements with some API weirdness * Move non-API out of API * Better comment * Fixes and spelling mistakes * Final fixes * Final fixes for real... * Kill food and drink localization files because I hate them. * Water droplet fix * Utensil fixes * Fix verb priority (It should've been 2) * A few minor localization fixes * merge conflict and stuff * MERGE CONFLICT NUCLEAR WAR!!! * Cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
113 lines
3.8 KiB
C#
113 lines
3.8 KiB
C#
using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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using Content.Shared.Destructible;
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using Content.Shared.Nutrition;
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using Content.Shared.Prototypes;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Slippery;
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using Content.Shared.StatusEffect;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Damage.Systems;
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public abstract class SharedGodmodeSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GodmodeComponent, BeforeDamageChangedEvent>(OnBeforeDamageChanged);
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SubscribeLocalEvent<GodmodeComponent, BeforeStatusEffectAddedEvent>(OnBeforeStatusEffect);
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SubscribeLocalEvent<GodmodeComponent, BeforeOldStatusEffectAddedEvent>(OnBeforeOldStatusEffect);
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SubscribeLocalEvent<GodmodeComponent, BeforeStaminaDamageEvent>(OnBeforeStaminaDamage);
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SubscribeLocalEvent<GodmodeComponent, IngestibleEvent>(BeforeEdible);
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SubscribeLocalEvent<GodmodeComponent, SlipAttemptEvent>(OnSlipAttempt);
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SubscribeLocalEvent<GodmodeComponent, DestructionAttemptEvent>(OnDestruction);
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}
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private void OnSlipAttempt(EntityUid uid, GodmodeComponent component, SlipAttemptEvent args)
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{
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args.NoSlip = true;
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}
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private void OnBeforeDamageChanged(EntityUid uid, GodmodeComponent component, ref BeforeDamageChangedEvent args)
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{
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args.Cancelled = true;
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}
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private void OnBeforeStatusEffect(EntityUid uid, GodmodeComponent component, ref BeforeStatusEffectAddedEvent args)
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{
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if (_protoMan.Index(args.Effect).HasComponent<RejuvenateRemovedStatusEffectComponent>(Factory))
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args.Cancelled = true;
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}
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private void OnBeforeOldStatusEffect(Entity<GodmodeComponent> ent, ref BeforeOldStatusEffectAddedEvent args)
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{
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// Old status effect system doesn't distinguish between good and bad status effects
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args.Cancelled = true;
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}
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private void OnBeforeStaminaDamage(EntityUid uid, GodmodeComponent component, ref BeforeStaminaDamageEvent args)
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{
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args.Cancelled = true;
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}
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private void OnDestruction(Entity<GodmodeComponent> ent, ref DestructionAttemptEvent args)
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{
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args.Cancel();
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}
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private void BeforeEdible(Entity<GodmodeComponent> ent, ref IngestibleEvent args)
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{
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args.Cancelled = true;
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}
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public virtual void EnableGodmode(EntityUid uid, GodmodeComponent? godmode = null)
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{
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godmode ??= EnsureComp<GodmodeComponent>(uid);
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if (TryComp<DamageableComponent>(uid, out var damageable))
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{
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godmode.OldDamage = new DamageSpecifier(damageable.Damage);
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}
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// Rejuv to cover other stuff
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RaiseLocalEvent(uid, new RejuvenateEvent());
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}
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public virtual void DisableGodmode(EntityUid uid, GodmodeComponent? godmode = null)
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{
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if (!Resolve(uid, ref godmode, false))
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return;
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if (TryComp<DamageableComponent>(uid, out var damageable) && godmode.OldDamage != null)
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{
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_damageable.SetDamage(uid, damageable, godmode.OldDamage);
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}
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RemComp<GodmodeComponent>(uid);
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}
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/// <summary>
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/// Toggles godmode for a given entity.
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/// </summary>
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/// <param name="uid">The entity to toggle godmode for.</param>
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/// <returns>true if enabled, false if disabled.</returns>
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public bool ToggleGodmode(EntityUid uid)
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{
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if (TryComp<GodmodeComponent>(uid, out var godmode))
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{
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DisableGodmode(uid, godmode);
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return false;
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}
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EnableGodmode(uid, godmode);
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return true;
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}
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}
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