Files
tbd-station-14/Content.Shared/Changeling/Devour/ChangelingDevourSystem.cs
poklj f76e3b63b7 Changeling devour and transform (#34002)
* 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>
2025-08-06 21:55:49 +02:00

277 lines
11 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Administration.Logs;
using Content.Shared.Armor;
using Content.Shared.Atmos.Rotting;
using Content.Shared.Body.Components;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Humanoid;
using Content.Shared.IdentityManagement;
using Content.Shared.Inventory;
using Content.Shared.Mobs.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Storage;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Changeling.Devour;
public sealed class ChangelingDevourSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly ChangelingIdentitySystem _changelingIdentitySystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChangelingDevourComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ChangelingDevourComponent, ChangelingDevourActionEvent>(OnDevourAction);
SubscribeLocalEvent<ChangelingDevourComponent, ChangelingDevourWindupDoAfterEvent>(OnDevourWindup);
SubscribeLocalEvent<ChangelingDevourComponent, ChangelingDevourConsumeDoAfterEvent>(OnDevourConsume);
SubscribeLocalEvent<ChangelingDevourComponent, DoAfterAttemptEvent<ChangelingDevourConsumeDoAfterEvent>>(OnConsumeAttemptTick);
SubscribeLocalEvent<ChangelingDevourComponent, ComponentShutdown>(OnShutdown);
}
private void OnMapInit(Entity<ChangelingDevourComponent> ent, ref MapInitEvent args)
{
_actionsSystem.AddAction(ent, ref ent.Comp.ChangelingDevourActionEntity, ent.Comp.ChangelingDevourAction);
}
private void OnShutdown(Entity<ChangelingDevourComponent> ent, ref ComponentShutdown args)
{
if (ent.Comp.ChangelingDevourActionEntity != null)
{
_actionsSystem.RemoveAction(ent.Owner, ent.Comp.ChangelingDevourActionEntity);
}
}
//TODO: Allow doafters to have proper update loop support. Attempt events should not be doing state changes.
private void OnConsumeAttemptTick(Entity<ChangelingDevourComponent> ent,
ref DoAfterAttemptEvent<ChangelingDevourConsumeDoAfterEvent> eventData)
{
var curTime = _timing.CurTime;
if (curTime < ent.Comp.NextTick)
return;
ConsumeDamageTick(eventData.Event.Target, ent.Comp, eventData.Event.User);
ent.Comp.NextTick += ent.Comp.DamageTimeBetweenTicks;
Dirty(ent, ent.Comp);
}
private void ConsumeDamageTick(EntityUid? target, ChangelingDevourComponent comp, EntityUid? user)
{
if (target == null)
return;
if (!TryComp<DamageableComponent>(target, out var damage))
return;
foreach (var damagePoints in comp.DamagePerTick.DamageDict)
{
if (damage.Damage.DamageDict.TryGetValue(damagePoints.Key, out var val) && val > comp.DevourConsumeDamageCap)
return;
}
_damageable.TryChangeDamage(target, comp.DamagePerTick, true, true, damage, user);
}
/// <summary>
/// Checkes if the targets outerclothing is beyond a DamageCoefficientThreshold to protect them from being devoured.
/// </summary>
/// <param name="target">The Targeted entity</param>
/// <param name="ent">Changelings Devour Component</param>
/// <returns>Is the target Protected from the attack</returns>
private bool IsTargetProtected(EntityUid target, Entity<ChangelingDevourComponent> ent)
{
var ev = new CoefficientQueryEvent(SlotFlags.OUTERCLOTHING);
RaiseLocalEvent(target, ev);
foreach (var compProtectiveDamageType in ent.Comp.ProtectiveDamageTypes)
{
if (!ev.DamageModifiers.Coefficients.TryGetValue(compProtectiveDamageType, out var coefficient))
continue;
if (coefficient < 1f - ent.Comp.DevourPreventionPercentageThreshold)
return true;
}
return false;
}
private void OnDevourAction(Entity<ChangelingDevourComponent> ent, ref ChangelingDevourActionEvent args)
{
if (args.Handled || _whitelistSystem.IsWhitelistFailOrNull(ent.Comp.Whitelist, args.Target)
|| !HasComp<ChangelingIdentityComponent>(ent))
return;
args.Handled = true;
var target = args.Target;
if (target == ent.Owner)
return; // don't eat yourself
if (HasComp<RottingComponent>(target))
{
_popupSystem.PopupClient(Loc.GetString("changeling-devour-attempt-failed-rotting"), args.Performer, args.Performer, PopupType.Medium);
return;
}
if (IsTargetProtected(target, ent))
{
_popupSystem.PopupClient(Loc.GetString("changeling-devour-attempt-failed-protected"), ent, ent, PopupType.Medium);
return;
}
if (_net.IsServer)
{
var pvsSound = _audio.PlayPvs(ent.Comp.DevourWindupNoise, ent);
if (pvsSound != null)
ent.Comp.CurrentDevourSound = pvsSound.Value.Entity;
}
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ent:player} started changeling devour windup against {target:player}");
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, ent, ent.Comp.DevourWindupTime, new ChangelingDevourWindupDoAfterEvent(), ent, target: target, used: ent)
{
BreakOnMove = true,
BlockDuplicate = true,
DuplicateCondition = DuplicateConditions.None,
});
var selfMessage = Loc.GetString("changeling-devour-begin-windup-self", ("user", Identity.Entity(ent.Owner, EntityManager)));
var othersMessage = Loc.GetString("changeling-devour-begin-windup-others", ("user", Identity.Entity(ent.Owner, EntityManager)));
_popupSystem.PopupPredicted(
selfMessage,
othersMessage,
args.Performer,
args.Performer,
PopupType.MediumCaution);
}
private void OnDevourWindup(Entity<ChangelingDevourComponent> ent, ref ChangelingDevourWindupDoAfterEvent args)
{
var curTime = _timing.CurTime;
args.Handled = true;
if (!EntityManager.EntityExists(ent.Comp.CurrentDevourSound))
_audio.Stop(ent.Comp.CurrentDevourSound!);
if (args.Cancelled)
return;
var selfMessage = Loc.GetString("changeling-devour-begin-consume-self", ("user", Identity.Entity(ent.Owner, EntityManager)));
var othersMessage = Loc.GetString("changeling-devour-begin-consume-others", ("user", Identity.Entity(ent.Owner, EntityManager)));
_popupSystem.PopupPredicted(
selfMessage,
othersMessage,
args.User,
args.User,
PopupType.LargeCaution);
if (_net.IsServer)
{
var pvsSound = _audio.PlayPvs(ent.Comp.ConsumeNoise, ent);
if (pvsSound != null)
ent.Comp.CurrentDevourSound = pvsSound.Value.Entity;
}
ent.Comp.NextTick = curTime + ent.Comp.DamageTimeBetweenTicks;
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(ent.Owner):player} began to devour {ToPrettyString(args.Target):player} identity");
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager,
ent,
ent.Comp.DevourConsumeTime,
new ChangelingDevourConsumeDoAfterEvent(),
ent,
target: args.Target,
used: ent)
{
AttemptFrequency = AttemptFrequency.EveryTick,
BreakOnMove = true,
BlockDuplicate = true,
DuplicateCondition = DuplicateConditions.None,
});
}
private void OnDevourConsume(Entity<ChangelingDevourComponent> ent, ref ChangelingDevourConsumeDoAfterEvent args)
{
args.Handled = true;
var target = args.Target;
if (target == null)
return;
if (EntityManager.EntityExists(ent.Comp.CurrentDevourSound))
_audio.Stop(ent.Comp.CurrentDevourSound!);
if (args.Cancelled)
return;
if (!_mobState.IsDead((EntityUid)target))
{
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(ent.Owner):player} unsuccessfully devoured {ToPrettyString(args.Target):player}'s identity");
_popupSystem.PopupClient(Loc.GetString("changeling-devour-consume-failed-not-dead"), args.User, args.User, PopupType.Medium);
return;
}
var selfMessage = Loc.GetString("changeling-devour-consume-complete-self", ("user", Identity.Entity(args.User, EntityManager)));
var othersMessage = Loc.GetString("changeling-devour-consume-complete-others", ("user", Identity.Entity(args.User, EntityManager)));
_popupSystem.PopupPredicted(
selfMessage,
othersMessage,
args.User,
args.User,
PopupType.LargeCaution);
if (_mobState.IsDead(target.Value)
&& TryComp<BodyComponent>(target, out var body)
&& HasComp<HumanoidAppearanceComponent>(target)
&& TryComp<ChangelingIdentityComponent>(args.User, out var identityStorage))
{
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(ent.Owner):player} successfully devoured {ToPrettyString(args.Target):player}'s identity");
_changelingIdentitySystem.CloneToPausedMap((ent, identityStorage), target.Value);
if (_inventorySystem.TryGetSlotEntity(target.Value, "jumpsuit", out var item)
&& TryComp<ButcherableComponent>(item, out var butcherable))
RipClothing(target.Value, (item.Value, butcherable));
}
Dirty(ent);
}
private void RipClothing(EntityUid victim, Entity<ButcherableComponent> item)
{
var spawnEntities = EntitySpawnCollection.GetSpawns(item.Comp.SpawnedEntities, _robustRandom);
foreach (var proto in spawnEntities)
{
// TODO: once predictedRandom is in, make this a Coordinate offset of 0.25f from the victims position
PredictedSpawnNextToOrDrop(proto, victim);
}
PredictedQueueDel(item.Owner);
}
}