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* 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>
181 lines
6.9 KiB
C#
181 lines
6.9 KiB
C#
using System.Numerics;
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using Content.Shared.Cloning;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind.Components;
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using Content.Shared.NameModifier.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Changeling;
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public sealed class ChangelingIdentitySystem : EntitySystem
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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[Dependency] private readonly SharedCloningSystem _cloningSystem = default!;
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[Dependency] private readonly SharedHumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SharedPvsOverrideSystem _pvsOverrideSystem = default!;
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public MapId? PausedMapId;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChangelingIdentityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ChangelingIdentityComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<ChangelingIdentityComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<ChangelingIdentityComponent, MindRemovedMessage>(OnMindRemoved);
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SubscribeLocalEvent<ChangelingStoredIdentityComponent, ComponentRemove>(OnStoredRemove);
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}
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private void OnMindAdded(Entity<ChangelingIdentityComponent> ent, ref MindAddedMessage args)
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{
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if (!TryComp<ActorComponent>(args.Container.Owner, out var actor))
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return;
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HandOverPvsOverride(actor.PlayerSession, ent.Comp);
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}
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private void OnMindRemoved(Entity<ChangelingIdentityComponent> ent, ref MindRemovedMessage args)
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{
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CleanupPvsOverride(ent, args.Container.Owner);
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}
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private void OnMapInit(Entity<ChangelingIdentityComponent> ent, ref MapInitEvent args)
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{
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// Make a backup of our current identity so we can transform back.
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var clone = CloneToPausedMap(ent, ent.Owner);
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ent.Comp.CurrentIdentity = clone;
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}
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private void OnShutdown(Entity<ChangelingIdentityComponent> ent, ref ComponentShutdown args)
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{
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CleanupPvsOverride(ent, ent.Owner);
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CleanupChangelingNullspaceIdentities(ent);
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}
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private void OnStoredRemove(Entity<ChangelingStoredIdentityComponent> ent, ref ComponentRemove args)
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{
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// The last stored identity is being deleted, we can clean up the map.
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if (_net.IsServer && PausedMapId != null && Count<ChangelingStoredIdentityComponent>() <= 1)
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_map.QueueDeleteMap(PausedMapId.Value);
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}
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/// <summary>
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/// Cleanup all nullspaced Identities when the changeling no longer exists
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/// </summary>
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/// <param name="ent">the changeling</param>
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public void CleanupChangelingNullspaceIdentities(Entity<ChangelingIdentityComponent> ent)
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{
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if (_net.IsClient)
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return;
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foreach (var consumedIdentity in ent.Comp.ConsumedIdentities)
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{
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QueueDel(consumedIdentity);
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}
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}
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/// <summary>
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/// Clone a target humanoid into nullspace and add it to the Changelings list of identities.
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/// It creates a perfect copy of the target and can be used to pull components down for future use
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/// </summary>
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/// <param name="ent">the Changeling</param>
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/// <param name="target">the targets uid</param>
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public EntityUid? CloneToPausedMap(Entity<ChangelingIdentityComponent> ent, EntityUid target)
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{
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// Don't create client side duplicate clones or a clientside map.
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if (_net.IsClient)
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return null;
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if (!TryComp<HumanoidAppearanceComponent>(target, out var humanoid)
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|| !_prototype.Resolve(humanoid.Species, out var speciesPrototype)
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|| !_prototype.Resolve(ent.Comp.IdentityCloningSettings, out var settings))
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return null;
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EnsurePausedMap();
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var mob = Spawn(speciesPrototype.Prototype, new MapCoordinates(Vector2.Zero, PausedMapId!.Value));
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var storedIdentity = EnsureComp<ChangelingStoredIdentityComponent>(mob);
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storedIdentity.OriginalEntity = target; // TODO: network this once we have WeakEntityReference or the autonetworking source gen is fixed
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if (TryComp<ActorComponent>(target, out var actor))
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storedIdentity.OriginalSession = actor.PlayerSession;
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_humanoidSystem.CloneAppearance(target, mob);
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_cloningSystem.CloneComponents(target, mob, settings);
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var targetName = _nameMod.GetBaseName(target);
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_metaSystem.SetEntityName(mob, targetName);
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ent.Comp.ConsumedIdentities.Add(mob);
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Dirty(ent);
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HandlePvsOverride(ent, mob);
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return mob;
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}
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/// <summary>
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/// Simple helper to add a PVS override to a Nullspace Identity
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="target"></param>
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private void HandlePvsOverride(EntityUid uid, EntityUid target)
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{
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if (!TryComp<ActorComponent>(uid, out var actor))
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return;
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_pvsOverrideSystem.AddSessionOverride(target, actor.PlayerSession);
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}
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/// <summary>
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/// Cleanup all Pvs Overrides for the owner of the ChangelingIdentity
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/// </summary>
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/// <param name="ent">the Changeling itself</param>
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/// <param name="entityUid">Who specifically to cleanup from, usually just the same owner, but in the case of a mindswap we want to clean up the victim</param>
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private void CleanupPvsOverride(Entity<ChangelingIdentityComponent> ent, EntityUid entityUid)
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{
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if (!TryComp<ActorComponent>(entityUid, out var actor))
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return;
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foreach (var identity in ent.Comp.ConsumedIdentities)
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{
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_pvsOverrideSystem.RemoveSessionOverride(identity, actor.PlayerSession);
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}
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}
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/// <summary>
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/// Inform another Session of the entities stored for Transformation
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/// </summary>
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/// <param name="session">The Session you wish to inform</param>
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/// <param name="comp">The Target storage of identities</param>
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public void HandOverPvsOverride(ICommonSession session, ChangelingIdentityComponent comp)
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{
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foreach (var entity in comp.ConsumedIdentities)
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{
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_pvsOverrideSystem.AddSessionOverride(entity, session);
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}
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}
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/// <summary>
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/// Create a paused map for storing devoured identities as a clone of the player.
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/// </summary>
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private void EnsurePausedMap()
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{
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if (_map.MapExists(PausedMapId))
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return;
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var mapUid = _map.CreateMap(out var newMapId);
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_metaSystem.SetEntityName(mapUid, "Changeling identity storage map");
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PausedMapId = newMapId;
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_map.SetPaused(mapUid, true);
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}
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}
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