Files
wwdpublic/Content.Server/_Goobstation/Changeling/ChangelingEggSystem.cs
Eris 19834bbb5e Port Changelings From Goobstation (Funky PR 387 Included) (#1855)
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# Description

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Finally gets around to porting over Changelings from Goobstation, as
well as a *certain evil PR* from FunkyStation (with the fixes it comes
with).
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# TODO

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- [x] Wait for #1856 to be merged
- [x] Wait for #1860 to be merged
- [x] Fix broken code to make it actually compile (right now is just
porting prototypes, code, and locale)
- [X] Port That Funky PR I Mentioned Earlier
- [] Throw bricks at the codebase until it stops failing tests
- [X] Maybe do some local testing

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# Changelog

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🆑
- add: Changelings have been ported!

---------

Signed-off-by: Eris <erisfiregamer1@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ee4f7aa7097f260d07af3ab0583a2a5c14a38c74)
2025-03-21 17:06:45 +03:00

61 lines
1.7 KiB
C#

using Robust.Shared.Timing;
using Content.Shared.Changeling;
using Content.Shared.Mind;
using Content.Server.Body.Systems;
using Content.Shared.Mind.Components;
namespace Content.Server.Changeling;
public sealed class ChangelingEggSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly ChangelingSystem _changeling = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ChangelingEggComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (_timing.CurTime < comp.UpdateTimer)
continue;
comp.UpdateTimer = _timing.CurTime + TimeSpan.FromSeconds(comp.UpdateCooldown);
Cycle(uid, comp);
}
}
public void Cycle(EntityUid uid, ChangelingEggComponent comp)
{
if (comp.Active == false)
{
comp.Active = true;
return;
}
if (TerminatingOrDeleted(comp.LingMind))
{
_bodySystem.GibBody(uid);
return;
}
var newUid = Spawn(comp.MobToSpawn, Transform(uid).Coordinates);
EnsureComp<MindContainerComponent>(newUid);
_mind.TransferTo(comp.LingMind, newUid);
EnsureComp<ChangelingComponent>(newUid);
EntityManager.AddComponent(newUid, comp.LingStore);
if (comp.AugmentedEyesightPurchased)
_changeling.InitializeAugmentedEyesight(newUid);
_bodySystem.GibBody(uid);
}
}