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* wow much fire * drop children (in code) * fix * oops * fix * TemperatureProtection * Update Resources/Prototypes/_White/Body/Parts/resomi.yml Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> --------- Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
499 lines
18 KiB
C#
499 lines
18 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Buckle.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Gibbing.Components;
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using Content.Shared.Gibbing.Events;
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using Content.Shared.Gibbing.Systems;
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using Content.Shared.Inventory;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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// Shitmed Change
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using Content.Shared._Shitmed.Body.Events;
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using Content.Shared._Shitmed.Body.Part;
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using Content.Shared._Shitmed.Humanoid.Events;
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using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Standing;
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using Robust.Shared.Timing;
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namespace Content.Shared.Body.Systems;
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public partial class SharedBodySystem
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{
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/*
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* tl;dr of how bobby works
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* - BodyComponent uses a BodyPrototype as a template.
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* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
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* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
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*/
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly GibbingSystem _gibbingSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _slots = default!; // Shitmed Change
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[Dependency] private readonly IGameTiming _gameTiming = default!; // Shitmed Change
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private const float GibletLaunchImpulse = 8;
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private const float GibletLaunchImpulseVariance = 3;
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private void InitializeBody()
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{
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// Body here to handle root body parts.
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SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
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SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
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SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
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SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
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SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
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SubscribeLocalEvent<BodyComponent, StandAttemptEvent>(OnStandAttempt); // Shitmed Change
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SubscribeLocalEvent<BodyComponent, UnbuckledEvent>(OnUnbuckled); // WD EDIT
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SubscribeLocalEvent<BodyComponent, ProfileLoadFinishedEvent>(OnProfileLoadFinished); // Shitmed change
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SubscribeLocalEvent<BodyComponent, IsEquippingAttemptEvent>(OnBeingEquippedAttempt); // Shitmed Change
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}
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private void OnBodyInserted(Entity<BodyComponent> ent, ref EntInsertedIntoContainerMessage args)
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{
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var insertedUid = args.Entity;
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if (TryComp(insertedUid, out BodyPartComponent? part))
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{
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AddPart((ent, ent), (insertedUid, part), slotId);
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RecursiveBodyUpdate((insertedUid, part), ent);
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}
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if (TryComp(insertedUid, out OrganComponent? organ))
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{
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AddOrgan((insertedUid, organ), ent, ent);
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}
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}
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private void OnBodyRemoved(Entity<BodyComponent> ent, ref EntRemovedFromContainerMessage args)
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{
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var removedUid = args.Entity;
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DebugTools.Assert(!TryComp(removedUid, out BodyPartComponent? b) || b.Body == ent);
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DebugTools.Assert(!TryComp(removedUid, out OrganComponent? o) || o.Body == ent);
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if (TryComp(removedUid, out BodyPartComponent? part))
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{
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RemovePart((ent, ent), (removedUid, part), slotId);
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RecursiveBodyUpdate((removedUid, part), null);
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}
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if (TryComp(removedUid, out OrganComponent? organ))
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RemoveOrgan((removedUid, organ), ent);
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}
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private void OnBodyInit(Entity<BodyComponent> ent, ref ComponentInit args)
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{
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// Setup the initial container.
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ent.Comp.RootContainer = Containers.EnsureContainer<ContainerSlot>(ent, BodyRootContainerId);
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}
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private void OnBodyMapInit(Entity<BodyComponent> ent, ref MapInitEvent args)
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{
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if (ent.Comp.Prototype is null)
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return;
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// One-time setup
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// Obviously can't run in Init to avoid double-spawns on save / load.
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var prototype = Prototypes.Index(ent.Comp.Prototype.Value);
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MapInitBody(ent, prototype);
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}
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private void MapInitBody(EntityUid bodyEntity, BodyPrototype prototype)
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{
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var protoRoot = prototype.Slots[prototype.Root];
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if (protoRoot.Part is null)
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return;
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// This should already handle adding the entity to the root.
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var rootPartUid = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
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var rootPart = Comp<BodyPartComponent>(rootPartUid);
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rootPart.Body = bodyEntity;
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Dirty(rootPartUid, rootPart);
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// Setup the rest of the body entities.
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SetupOrgans((rootPartUid, rootPart), protoRoot.Organs);
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MapInitParts(rootPartUid, rootPart, prototype); // Shitmed Change
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}
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private void OnBodyCanDrag(Entity<BodyComponent> ent, ref CanDragEvent args)
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{
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args.Handled = true;
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}
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/// <summary>
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/// Sets up all of the relevant body parts for a particular body entity and root part.
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/// </summary>
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private void MapInitParts(EntityUid rootPartId, BodyPartComponent rootPart, BodyPrototype prototype) // Shitmed Change
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{
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// Start at the root part and traverse the body graph, setting up parts as we go.
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// Basic BFS pathfind.
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var rootSlot = prototype.Root;
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var frontier = new Queue<string>();
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frontier.Enqueue(rootSlot);
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// Child -> Parent connection.
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var cameFrom = new Dictionary<string, string>();
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cameFrom[rootSlot] = rootSlot;
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// Maps slot to its relevant entity.
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var cameFromEntities = new Dictionary<string, EntityUid>();
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cameFromEntities[rootSlot] = rootPartId;
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while (frontier.TryDequeue(out var currentSlotId))
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{
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var currentSlot = prototype.Slots[currentSlotId];
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foreach (var connection in currentSlot.Connections)
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{
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// Already been handled
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if (!cameFrom.TryAdd(connection, currentSlotId))
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continue;
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// Setup part
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var connectionSlot = prototype.Slots[connection];
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var parentEntity = cameFromEntities[currentSlotId];
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var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
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// Spawn the entity on the target
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// then get the body part type, create the slot, and finally
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// we can insert it into the container.
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var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
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cameFromEntities[connection] = childPart;
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var childPartComponent = Comp<BodyPartComponent>(childPart);
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TryCreatePartSlot(parentEntity, connection, childPartComponent.PartType, out var partSlot, parentPartComponent);
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// Shitmed Change Start
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childPartComponent.ParentSlot = partSlot;
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Dirty(childPart, childPartComponent);
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// Shitmed Change End
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var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
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if (partSlot is null || !Containers.Insert(childPart, cont))
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{
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Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
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QueueDel(childPart);
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continue;
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}
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// Add organs
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SetupOrgans((childPart, childPartComponent), connectionSlot.Organs);
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// Enqueue it so we can also get its neighbors.
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frontier.Enqueue(connection);
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}
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}
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}
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private void SetupOrgans(Entity<BodyPartComponent> ent, Dictionary<string, string> organs)
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{
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foreach (var (organSlotId, organProto) in organs)
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{
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TryCreateOrganSlot(ent, organSlotId, out var slot); // Shitmed Change
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SpawnInContainerOrDrop(organProto, ent, GetOrganContainerId(organSlotId));
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if (slot is null)
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{
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Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(ent)}");
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}
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}
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}
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/// <summary>
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/// Gets all body containers on this entity including the root one.
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/// </summary>
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public IEnumerable<BaseContainer> GetBodyContainers(
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EntityUid id,
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BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (!Resolve(id, ref body, logMissing: false)
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|| body.RootContainer.ContainedEntity is null
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|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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yield return body.RootContainer;
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foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return childContainer;
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}
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}
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/// <summary>
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/// Gets all child body parts of this entity, including the root entity.
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/// </summary>
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public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(
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EntityUid? id,
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BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (id is null
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|| !Resolve(id.Value, ref body, logMissing: false)
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|| body.RootContainer.ContainedEntity is null
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|| body is null // Shitmed Change
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|| body.RootContainer == default // Shitmed Change
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|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return child;
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}
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}
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public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(
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EntityUid? bodyId,
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BodyComponent? body = null)
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{
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if (bodyId is null || !Resolve(bodyId.Value, ref body, logMissing: false))
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yield break;
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foreach (var part in GetBodyChildren(bodyId, body))
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{
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foreach (var organ in GetPartOrgans(part.Id, part.Component))
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{
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yield return organ;
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}
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}
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}
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/// <summary>
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/// Returns all body part slots for this entity.
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/// </summary>
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/// <param name="bodyId"></param>
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/// <param name="body"></param>
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/// <returns></returns>
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public IEnumerable<BodyPartSlot> GetBodyAllSlots(
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EntityUid bodyId,
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BodyComponent? body = null)
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{
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if (!Resolve(bodyId, ref body, logMissing: false)
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|| body.RootContainer.ContainedEntity is null)
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{
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yield break;
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}
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foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
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{
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yield return slot;
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}
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}
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public virtual HashSet<EntityUid> GibBody(
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EntityUid bodyId,
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bool gibOrgans = false,
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BodyComponent? body = null,
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bool launchGibs = true,
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Vector2? splatDirection = null,
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float splatModifier = 1,
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Angle splatCone = default,
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SoundSpecifier? gibSoundOverride = null,
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// Shitmed Change
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GibType gib = GibType.Gib,
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GibContentsOption contents = GibContentsOption.Drop)
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{
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var gibs = new HashSet<EntityUid>();
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if (!Resolve(bodyId, ref body, logMissing: false))
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return gibs;
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var root = GetRootPartOrNull(bodyId, body);
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if (root != null && TryComp(root.Value.Entity, out GibbableComponent? gibbable))
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{
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gibSoundOverride ??= gibbable.GibSound;
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}
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var parts = GetBodyChildren(bodyId, body).ToArray();
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gibs.EnsureCapacity(parts.Length);
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foreach (var part in parts)
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{
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_gibbingSystem.TryGibEntityWithRef(bodyId, part.Id, gib, contents, ref gibs, // Shitmed Change
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playAudio: false, launchGibs: true, launchDirection: splatDirection, launchImpulse: GibletLaunchImpulse * splatModifier,
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launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
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if (!gibOrgans)
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continue;
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foreach (var organ in GetPartOrgans(part.Id, part.Component))
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{
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_gibbingSystem.TryGibEntityWithRef(bodyId, organ.Id, GibType.Drop, GibContentsOption.Skip,
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ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse * splatModifier,
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launchImpulseVariance:GibletLaunchImpulseVariance, launchCone: splatCone);
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}
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}
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var bodyTransform = Transform(bodyId);
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if (TryComp<InventoryComponent>(bodyId, out var inventory))
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{
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foreach (var item in _inventory.GetHandOrInventoryEntities(bodyId))
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{
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SharedTransform.DropNextTo(item, (bodyId, bodyTransform));
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gibs.Add(item);
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}
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}
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_audioSystem.PlayPredicted(gibSoundOverride, bodyTransform.Coordinates, null);
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return gibs;
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}
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// Shitmed Change Start
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public virtual HashSet<EntityUid> GibPart(
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EntityUid partId,
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BodyPartComponent? part = null,
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bool launchGibs = true,
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Vector2? splatDirection = null,
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float splatModifier = 1,
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Angle splatCone = default,
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SoundSpecifier? gibSoundOverride = null)
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{
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var gibs = new HashSet<EntityUid>();
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if (!Resolve(partId, ref part, logMissing: false))
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return gibs;
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if (part.Body is { } bodyEnt)
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{
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if (IsPartRoot(bodyEnt, partId, part: part) || !part.CanSever)
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return gibs;
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DropSlotContents((partId, part));
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RemovePartChildren((partId, part), bodyEnt);
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foreach (var organ in GetPartOrgans(partId, part))
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{
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_gibbingSystem.TryGibEntityWithRef(bodyEnt, organ.Id, GibType.Drop, GibContentsOption.Skip,
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ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse * splatModifier,
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launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
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}
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var ev = new BodyPartDroppedEvent((partId, part));
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RaiseLocalEvent(bodyEnt, ref ev);
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}
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_gibbingSystem.TryGibEntityWithRef(partId, partId, GibType.Gib, GibContentsOption.Drop, ref gibs,
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playAudio: true, launchGibs: true, launchDirection: splatDirection, launchImpulse: GibletLaunchImpulse * splatModifier,
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launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
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if (HasComp<InventoryComponent>(partId))
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{
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foreach (var item in _inventory.GetHandOrInventoryEntities(partId))
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{
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SharedTransform.AttachToGridOrMap(item);
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gibs.Add(item);
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}
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}
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_audioSystem.PlayPredicted(gibSoundOverride, Transform(partId).Coordinates, null);
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return gibs;
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}
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public virtual bool BurnPart(EntityUid partId,
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BodyPartComponent? part = null)
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{
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if (!Resolve(partId, ref part, logMissing: false))
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return false;
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if (part.Body is { } bodyEnt)
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{
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if (IsPartRoot(bodyEnt, partId, part: part))
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return false;
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var gibs = new HashSet<EntityUid>();
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// Todo: Kill this in favor of husking.
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// WWDP edit start
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RemovePartChildren((partId, part), bodyEnt, dropChildren: false);
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// WWDP edit end
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_gibbingSystem.TryGibEntityWithRef(partId, partId, GibType.Gib, GibContentsOption.Gib, ref gibs,
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playAudio: false, launchGibs: true, launchImpulse: GibletLaunchImpulse, launchImpulseVariance: GibletLaunchImpulseVariance);
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if (HasComp<InventoryComponent>(partId))
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foreach (var item in _inventory.GetHandOrInventoryEntities(partId))
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SharedTransform.AttachToGridOrMap(item);
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QueueDel(partId);
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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 OnProfileLoadFinished(EntityUid uid, BodyComponent component, ProfileLoadFinishedEvent args)
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{
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if (!HasComp<HumanoidAppearanceComponent>(uid)
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|| TerminatingOrDeleted(uid)
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|| !Initialized(uid)) // We do this last one for urists on test envs.
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return;
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foreach (var part in GetBodyChildren(uid, component))
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EnsureComp<BodyPartAppearanceComponent>(part.Id);
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}
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private void OnStandAttempt(Entity<BodyComponent> ent, ref StandAttemptEvent args)
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{
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if (ent.Comp.LegEntities.Count < ent.Comp.RequiredLegs)
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args.Cancel();
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}
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// WD EDIT START
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private void OnUnbuckled(Entity<BodyComponent> ent, ref UnbuckledEvent args)
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{
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if (ent.Comp.LegEntities.Count == 0)
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_standing.Down(ent.Owner, dropHeldItems:true);
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}
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// WD EDIT END
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private void OnBeingEquippedAttempt(Entity<BodyComponent> ent, ref IsEquippingAttemptEvent args)
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{
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if (!TryComp(args.EquipTarget, out BodyComponent? targetBody)
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|| targetBody.Prototype == null
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|| HasComp<BorgChassisComponent>(args.EquipTarget))
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return;
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if (TryGetPartFromSlotContainer(args.Slot, out var bodyPart)
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&& bodyPart is not null)
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{
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var bodyPartString = bodyPart.Value.ToString().ToLower();
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var prototype = Prototypes.Index(targetBody.Prototype.Value);
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var hasPartConnection = prototype.Slots.Values.Any(slot =>
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slot.Connections.Contains(bodyPartString));
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if (hasPartConnection
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&& !GetBodyChildrenOfType(args.EquipTarget, bodyPart.Value).Any())
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{
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_popup.PopupClient(Loc.GetString("equip-part-missing-error",
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("target", args.EquipTarget), ("part", bodyPartString)), args.Equipee, args.Equipee);
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args.Cancel();
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}
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}
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}
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// Shitmed Change End
|
|
}
|