Files
tbd-station-14/Content.Shared/Devour/SharedDevourSystem.cs
nikthechampiongr 362d56981f Simplify DoAfterArgs behavior for movement and distance checks (#25226)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.

* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.

* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.

* Fix issue introduced by merge.

* Use interaction system for determining whether a distance is within range

* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.

* Exorcise ghost.

The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.

* Exorcise ghost Pt. 2

* Allow for movement check to be overriden in zero g and adjust doafter args where needed.

You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars

* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.

* Fix evil incorrect and uneeded comments
2024-03-19 21:09:00 +11:00

94 lines
3.3 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Devour.Components;
using Content.Shared.DoAfter;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Serialization;
namespace Content.Shared.Devour;
public abstract class SharedDevourSystem : EntitySystem
{
[Dependency] protected readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] protected readonly SharedContainerSystem ContainerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DevourerComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<DevourerComponent, DevourActionEvent>(OnDevourAction);
}
protected void OnInit(EntityUid uid, DevourerComponent component, MapInitEvent args)
{
//Devourer doesn't actually chew, since he sends targets right into his stomach.
//I did it mom, I added ERP content into upstream. Legally!
component.Stomach = ContainerSystem.EnsureContainer<Container>(uid, "stomach");
_actionsSystem.AddAction(uid, ref component.DevourActionEntity, component.DevourAction);
}
/// <summary>
/// The devour action
/// </summary>
protected void OnDevourAction(EntityUid uid, DevourerComponent component, DevourActionEvent args)
{
if (args.Handled || component.Whitelist?.IsValid(args.Target, EntityManager) != true)
return;
args.Handled = true;
var target = args.Target;
// Structure and mob devours handled differently.
if (TryComp(target, out MobStateComponent? targetState))
{
switch (targetState.CurrentState)
{
case MobState.Critical:
case MobState.Dead:
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, uid, component.DevourTime, new DevourDoAfterEvent(), uid, target: target, used: uid)
{
BreakOnMove = true,
});
break;
default:
_popupSystem.PopupClient(Loc.GetString("devour-action-popup-message-fail-target-alive"), uid,uid);
break;
}
return;
}
_popupSystem.PopupClient(Loc.GetString("devour-action-popup-message-structure"), uid, uid);
if (component.SoundStructureDevour != null)
_audioSystem.PlayPredicted(component.SoundStructureDevour, uid, uid, component.SoundStructureDevour.Params);
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, uid, component.StructureDevourTime, new DevourDoAfterEvent(), uid, target: target, used: uid)
{
BreakOnMove = true,
});
}
}
public sealed partial class DevourActionEvent : EntityTargetActionEvent { }
[Serializable, NetSerializable]
public sealed partial class DevourDoAfterEvent : SimpleDoAfterEvent { }
[Serializable, NetSerializable]
public enum FoodPreference : byte
{
Humanoid = 0,
All = 1
}