* Initial: Create Devour componentry, preliminary identity storage and the systems for Devouring * I have genuinely no idea what i'm doing - added the radial menu, it has nothing in it. - trying to get it to populate. the event under the event is broken, i don't know why, but apparently it's not typed right - Added a placeholder transform - oh also fixed up some devour stuff and moved some things around. * Holey moley, Transform, better devour, oh my! - Move DnaComponent into Shared because we need it for the DNA cloning - Make Transform MOSTLY work on the LAST identity devoured. - Fix some issues on devour that involved prediction, canceling and Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!) * Proper tail stealing and Damage modifier attempt Add check to add a wagging component on the Changeling if the victim's species Prototype had one. attempt to add the Damage mitigation check * MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!! - Nullspaced a clone of a victim - fix audio using server virtualized Pvs (i hate this) - fix the mispredicted doafters - Clean up a wholelotta code - utilize clone systems to clone appearances - Move CloneAppearance from server to shared So we can actually access it * Examine stuff, more cleanup, Jumpsuit ripping - make rotting prevent the action - Add ripping of clothing (guh why is it also server) - add some System stuff for pushing husked corpse inspection - clean up more badcode * Doing things properly, UI sorta kinda works. - Utilize Relayed events for Devour checking - Get a UI that partially works, Says the name of identities, doesn't show their looks - Make use of the New Dynamic BUI assignment - commit the sin of no client prediction cause nullspace entities aren't networked * Got an entity for the Frontend transform Issue with the looks * Stick a camera into a fake mobs forehead - Get the UI to see the net entity in pause space by using a ViewSubscriber to get the Pvs from the initially stored identity entity - Remove all the other parts used to try to get this to work before hand * Raaaaadiallllllls also fix protection coefficents - Change FancyWindow to Radial - Fix Issue where coeffeient checking was the wrong way round * absolutely massive cleanup, no more camera in mobs - cleaned up event variables that are not needed - Removed the use of a Pause space and go back to Nullspace usage - use a PvsOverride rather than ViewSharing - Remove old commented out code and Lots of unused code * Fix "Ui elements" dying on the screen - some minor cleanup - don't start the entities that get cloned * ftl, cleanup, and fixing missing transform details - add replace functionality to TypingIndicatorSystem and BodyEmotesSystem - add placeholder sounds and functions to TransformBodyEmotes - add extra Pvs handling for later use - attributions for the funny straw sound - Sound collections for all of the sounds - various cleanups * Some extra cleanup * Fix some false assumptions about TypingIndicator - Bubbles now transfer on spawned humans rather than used humans - Clean up YET MORE CODE - make it so you can't eat yourself * Oooprs, forgot to add a Husked Corpse Loc * Missing period in the husked corpse loc * bad devour windup placeholder * Husking and WIP Lungs - Husking now will be prevented from Revival fully and will change the appearance of players * Add finalized Sprites for actions and final meta - add devour on and off sprites - add transform action sprite - Add Armblade sprite for future use - Credit obscenelytinyshark for the sprites <3 * Remove ling lungs, Entity<> everything - Remove the ling lungs stuff for now... body system is overly complicated, makes my head hurt - Switch every method to use Entity<> from Uid, Comp format * cleanup, admin logging, WIP Roles * Admin verb, Roundstart, gamerule stuff - add a Admin verb to make Changelingification easy! - Add game rule stuff for admin verb and to tell the hapless goober how to be a changeling... sorta - clean up parts to make VV easy... USE THE VERB!! * Armor Coefficent Check - Remove bespoke changeling armor check and replace it with a generic armor coefficient query. * move to UnrevivableComponent instead of husked - Move UnrevivableComponent to shared - add Analyzable and ReasonMessage to UnrevivableComponent to give granular control of the message and whether or not it shows up in the analyzer - remove the check for HuskedComponent in DefibrillatorSystem * aaaaaaa CopyComp - Some cleanup - make Vocal system shared - make VocalSystem Not make more Actions than it needs - Use some code from ChameleonProjector so we can copy components - partially ungod method the Transform system * Cleanup, Moving more things to CopyComp - TransformBodyEmotes now uses CopyComp (it's a server component so i need to tell the server to deal with it - TypingIndicatorComponent also now uses CopyComp - cleaned up old, now unused "replace" methods in favor of CopyComp - BodyEmotesSystem now has a publically accessable LoadSounds to deal with the same problem Screaming had * WIP * Devour Windup noise, ForensicsSystem cleanup * Revert VocalSystem Changes - Reverted Moving VocalSystem to shared, copy comp acomplishes it - added component.ScreamActionEntity = null; for copy comp * cleanup unneeded comments * revert an accidental line removal * Remove duplicate SharedHumanoidAppearanceSystem * Cleanup Typo's and import Forensics components for Dna * Some more forensics calls * cleanup use CopyComp for now until CopyComps * CR cleanup * Undo some SharedHumanoidAppearanceSystem changes * Confound these spaces * Some Copycomp stuff and fixing some PVS override * use the proper TryCopyComps that are merged * Change TransformMenu with RadialWithSector * All sounds done, Fix lack of typing indicator issue * Updated attributions to include used sound authors * some ftl typos and mind_role text issue * DNA, Screaming, appearance, grammar, wagging - reduced all of the above using ApplyComponentChanges - Issue still remains with bodyEmotes sticking around in the UI * Fix UI stuff, partials, entprotoid, good practices - bunch of partials added - UI now has a predicted message - EntProtoID in the admin verb - RipClothing now uses Entity<ButcherableComponent> - husking is now optional (off by default) for testing/till we have hivemind/when we figure out what were doing with devour - remove TransformGrammarSet * More CR stuff and documentation - Make TargetIsProtected less of a meme, with a prototype set of DamageTypes to check - Documenation everywhere - Move DevourEvents into its own file * Predicted sounds and fix the comp clone list - Made all start and stop sounds shared - Split out the rest of the events and UI stuff into subfiles - Fixed some Clone comp list issues where comments had -'s causing them to be read incorrectly * Damage cap check, Identity Shutdown cleanup, cleanup * Sound stuff (but actually this time) * Missed documentation * Missed Documentation and a EntProtoId * Remove unused dependency * Remove a nullcheck * Some dummy minplayers * CR - Husked now uses a rem/ensure * Update Actions in the Prototype * Fixup mindswap handover - cleanup and handover PVS on mindswap * Fixup Missing meta from accidental "Take-theirs" * Add the Armblade to the roundstart-role * Cleanup, CR (everything but the UI and renames) * missed a spot * missed some more whitespace * Renames * Primary constructor and a space in these trying times * User interface stuff for Slime transformation * popup prediction * Ling devour no longer makes duplicate identities - added a key to identities to the original victim - Add some extra clone settings * add guard statements to OnClones * SentOnlyToOwner additions * fix for sound stoppage error * Move Organ deleter into soon to be atomized husk * clone event inventory * mono sounds * lower sound volume * Fix networked sound warning * Clone comps thing * review * attributions * Fix clobbered changes * I'm gonna weh out - whole bunch of CR changes * fix some very buggy git * okay its fixed * address most review points * fix inventory * we hate entityuids * fix test and more cleanup * move this * fix more stuff * fix validation and rootable * Remove Quickswitch due to some UI quirks * oops left out some better explanation * remove dangling LastConsumed component fields * fix test fail * try this * cleanup cloning subscriptions, add movement speed modifier * fix slime storage * fix cloning setting inheritance * Add session information to transform admin logs * slay the integration test hydra * dwarf size * more volume tweaks * comments * improve comments and unpredict deletion due to errors when shutting down the server * fix displancement cloning --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
277 lines
11 KiB
C#
277 lines
11 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Armor;
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using Content.Shared.Atmos.Rotting;
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using Content.Shared.Body.Components;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Humanoid;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Storage;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Changeling.Devour;
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public sealed class ChangelingDevourSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly ChangelingIdentitySystem _changelingIdentitySystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChangelingDevourComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ChangelingDevourComponent, ChangelingDevourActionEvent>(OnDevourAction);
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SubscribeLocalEvent<ChangelingDevourComponent, ChangelingDevourWindupDoAfterEvent>(OnDevourWindup);
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SubscribeLocalEvent<ChangelingDevourComponent, ChangelingDevourConsumeDoAfterEvent>(OnDevourConsume);
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SubscribeLocalEvent<ChangelingDevourComponent, DoAfterAttemptEvent<ChangelingDevourConsumeDoAfterEvent>>(OnConsumeAttemptTick);
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SubscribeLocalEvent<ChangelingDevourComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnMapInit(Entity<ChangelingDevourComponent> ent, ref MapInitEvent args)
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{
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_actionsSystem.AddAction(ent, ref ent.Comp.ChangelingDevourActionEntity, ent.Comp.ChangelingDevourAction);
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}
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private void OnShutdown(Entity<ChangelingDevourComponent> ent, ref ComponentShutdown args)
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{
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if (ent.Comp.ChangelingDevourActionEntity != null)
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{
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_actionsSystem.RemoveAction(ent.Owner, ent.Comp.ChangelingDevourActionEntity);
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}
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}
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//TODO: Allow doafters to have proper update loop support. Attempt events should not be doing state changes.
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private void OnConsumeAttemptTick(Entity<ChangelingDevourComponent> ent,
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ref DoAfterAttemptEvent<ChangelingDevourConsumeDoAfterEvent> eventData)
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{
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var curTime = _timing.CurTime;
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if (curTime < ent.Comp.NextTick)
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return;
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ConsumeDamageTick(eventData.Event.Target, ent.Comp, eventData.Event.User);
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ent.Comp.NextTick += ent.Comp.DamageTimeBetweenTicks;
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Dirty(ent, ent.Comp);
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}
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private void ConsumeDamageTick(EntityUid? target, ChangelingDevourComponent comp, EntityUid? user)
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{
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if (target == null)
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return;
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if (!TryComp<DamageableComponent>(target, out var damage))
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return;
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foreach (var damagePoints in comp.DamagePerTick.DamageDict)
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{
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if (damage.Damage.DamageDict.TryGetValue(damagePoints.Key, out var val) && val > comp.DevourConsumeDamageCap)
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return;
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}
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_damageable.TryChangeDamage(target, comp.DamagePerTick, true, true, damage, user);
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}
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/// <summary>
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/// Checkes if the targets outerclothing is beyond a DamageCoefficientThreshold to protect them from being devoured.
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/// </summary>
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/// <param name="target">The Targeted entity</param>
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/// <param name="ent">Changelings Devour Component</param>
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/// <returns>Is the target Protected from the attack</returns>
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private bool IsTargetProtected(EntityUid target, Entity<ChangelingDevourComponent> ent)
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{
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var ev = new CoefficientQueryEvent(SlotFlags.OUTERCLOTHING);
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RaiseLocalEvent(target, ev);
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foreach (var compProtectiveDamageType in ent.Comp.ProtectiveDamageTypes)
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{
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if (!ev.DamageModifiers.Coefficients.TryGetValue(compProtectiveDamageType, out var coefficient))
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continue;
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if (coefficient < 1f - ent.Comp.DevourPreventionPercentageThreshold)
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return true;
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}
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return false;
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}
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private void OnDevourAction(Entity<ChangelingDevourComponent> ent, ref ChangelingDevourActionEvent args)
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{
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if (args.Handled || _whitelistSystem.IsWhitelistFailOrNull(ent.Comp.Whitelist, args.Target)
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|| !HasComp<ChangelingIdentityComponent>(ent))
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return;
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args.Handled = true;
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var target = args.Target;
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if (target == ent.Owner)
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return; // don't eat yourself
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if (HasComp<RottingComponent>(target))
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{
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_popupSystem.PopupClient(Loc.GetString("changeling-devour-attempt-failed-rotting"), args.Performer, args.Performer, PopupType.Medium);
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return;
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}
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if (IsTargetProtected(target, ent))
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{
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_popupSystem.PopupClient(Loc.GetString("changeling-devour-attempt-failed-protected"), ent, ent, PopupType.Medium);
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return;
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}
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if (_net.IsServer)
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{
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var pvsSound = _audio.PlayPvs(ent.Comp.DevourWindupNoise, ent);
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if (pvsSound != null)
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ent.Comp.CurrentDevourSound = pvsSound.Value.Entity;
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}
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ent:player} started changeling devour windup against {target:player}");
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, ent, ent.Comp.DevourWindupTime, new ChangelingDevourWindupDoAfterEvent(), ent, target: target, used: ent)
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{
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BreakOnMove = true,
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BlockDuplicate = true,
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DuplicateCondition = DuplicateConditions.None,
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});
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var selfMessage = Loc.GetString("changeling-devour-begin-windup-self", ("user", Identity.Entity(ent.Owner, EntityManager)));
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var othersMessage = Loc.GetString("changeling-devour-begin-windup-others", ("user", Identity.Entity(ent.Owner, EntityManager)));
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_popupSystem.PopupPredicted(
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selfMessage,
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othersMessage,
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args.Performer,
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args.Performer,
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PopupType.MediumCaution);
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}
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private void OnDevourWindup(Entity<ChangelingDevourComponent> ent, ref ChangelingDevourWindupDoAfterEvent args)
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{
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var curTime = _timing.CurTime;
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args.Handled = true;
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if (!EntityManager.EntityExists(ent.Comp.CurrentDevourSound))
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_audio.Stop(ent.Comp.CurrentDevourSound!);
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if (args.Cancelled)
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return;
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var selfMessage = Loc.GetString("changeling-devour-begin-consume-self", ("user", Identity.Entity(ent.Owner, EntityManager)));
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var othersMessage = Loc.GetString("changeling-devour-begin-consume-others", ("user", Identity.Entity(ent.Owner, EntityManager)));
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_popupSystem.PopupPredicted(
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selfMessage,
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othersMessage,
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args.User,
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args.User,
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PopupType.LargeCaution);
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if (_net.IsServer)
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{
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var pvsSound = _audio.PlayPvs(ent.Comp.ConsumeNoise, ent);
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if (pvsSound != null)
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ent.Comp.CurrentDevourSound = pvsSound.Value.Entity;
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}
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ent.Comp.NextTick = curTime + ent.Comp.DamageTimeBetweenTicks;
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(ent.Owner):player} began to devour {ToPrettyString(args.Target):player} identity");
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager,
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ent,
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ent.Comp.DevourConsumeTime,
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new ChangelingDevourConsumeDoAfterEvent(),
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ent,
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target: args.Target,
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used: ent)
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{
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AttemptFrequency = AttemptFrequency.EveryTick,
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BreakOnMove = true,
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BlockDuplicate = true,
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DuplicateCondition = DuplicateConditions.None,
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});
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}
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private void OnDevourConsume(Entity<ChangelingDevourComponent> ent, ref ChangelingDevourConsumeDoAfterEvent args)
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{
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args.Handled = true;
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var target = args.Target;
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if (target == null)
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return;
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if (EntityManager.EntityExists(ent.Comp.CurrentDevourSound))
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_audio.Stop(ent.Comp.CurrentDevourSound!);
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if (args.Cancelled)
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return;
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if (!_mobState.IsDead((EntityUid)target))
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{
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(ent.Owner):player} unsuccessfully devoured {ToPrettyString(args.Target):player}'s identity");
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_popupSystem.PopupClient(Loc.GetString("changeling-devour-consume-failed-not-dead"), args.User, args.User, PopupType.Medium);
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return;
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}
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var selfMessage = Loc.GetString("changeling-devour-consume-complete-self", ("user", Identity.Entity(args.User, EntityManager)));
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var othersMessage = Loc.GetString("changeling-devour-consume-complete-others", ("user", Identity.Entity(args.User, EntityManager)));
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_popupSystem.PopupPredicted(
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selfMessage,
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othersMessage,
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args.User,
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args.User,
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PopupType.LargeCaution);
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if (_mobState.IsDead(target.Value)
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&& TryComp<BodyComponent>(target, out var body)
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&& HasComp<HumanoidAppearanceComponent>(target)
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&& TryComp<ChangelingIdentityComponent>(args.User, out var identityStorage))
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{
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(ent.Owner):player} successfully devoured {ToPrettyString(args.Target):player}'s identity");
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_changelingIdentitySystem.CloneToPausedMap((ent, identityStorage), target.Value);
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if (_inventorySystem.TryGetSlotEntity(target.Value, "jumpsuit", out var item)
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&& TryComp<ButcherableComponent>(item, out var butcherable))
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RipClothing(target.Value, (item.Value, butcherable));
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}
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Dirty(ent);
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}
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private void RipClothing(EntityUid victim, Entity<ButcherableComponent> item)
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{
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var spawnEntities = EntitySpawnCollection.GetSpawns(item.Comp.SpawnedEntities, _robustRandom);
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foreach (var proto in spawnEntities)
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{
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// TODO: once predictedRandom is in, make this a Coordinate offset of 0.25f from the victims position
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PredictedSpawnNextToOrDrop(proto, victim);
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}
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PredictedQueueDel(item.Owner);
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}
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}
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