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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Finally gets around to porting over Changelings from Goobstation, as well as a *certain evil PR* from FunkyStation (with the fixes it comes with). --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [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 --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - 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)
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using Robust.Shared.Timing;
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using Content.Shared.Changeling;
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using Content.Shared.Mind;
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using Content.Server.Body.Systems;
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using Content.Shared.Mind.Components;
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namespace Content.Server.Changeling;
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public sealed class ChangelingEggSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly ChangelingSystem _changeling = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<ChangelingEggComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (_timing.CurTime < comp.UpdateTimer)
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continue;
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comp.UpdateTimer = _timing.CurTime + TimeSpan.FromSeconds(comp.UpdateCooldown);
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Cycle(uid, comp);
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}
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}
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public void Cycle(EntityUid uid, ChangelingEggComponent comp)
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{
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if (comp.Active == false)
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{
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comp.Active = true;
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return;
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}
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if (TerminatingOrDeleted(comp.LingMind))
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{
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_bodySystem.GibBody(uid);
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return;
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}
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var newUid = Spawn(comp.MobToSpawn, Transform(uid).Coordinates);
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EnsureComp<MindContainerComponent>(newUid);
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_mind.TransferTo(comp.LingMind, newUid);
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EnsureComp<ChangelingComponent>(newUid);
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EntityManager.AddComponent(newUid, comp.LingStore);
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if (comp.AugmentedEyesightPurchased)
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_changeling.InitializeAugmentedEyesight(newUid);
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_bodySystem.GibBody(uid);
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}
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}
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