Files
wwdpublic/Content.Server/_Shitmed/Body/Systems/EyesSystem.cs
gluesniffler 2a33691a1c Ports Shitmed Updates From Goob (#1387)
Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster

# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.

(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
2025-01-13 23:01:51 +03:00

88 lines
3.4 KiB
C#

using Content.Server.Body.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
using Content.Shared._Shitmed.Body.Organ;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Eye.Blinding.Systems;
namespace Content.Server.Body.Systems
{
public sealed class EyesSystem : EntitySystem
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EyesComponent, OrganEnabledEvent>(OnOrganEnabled);
SubscribeLocalEvent<EyesComponent, OrganDisabledEvent>(OnOrganDisabled);
}
private void HandleSight(EntityUid newEntity, EntityUid oldEntity)
{
if (TerminatingOrDeleted(newEntity) || TerminatingOrDeleted(oldEntity))
return;
BlindableComponent? newSight;
BlindableComponent? oldSight;
//transfer existing component to organ
if (!TryComp(newEntity, out newSight))
newSight = EnsureComp<BlindableComponent>(newEntity);
if (!TryComp(oldEntity, out oldSight))
oldSight = EnsureComp<BlindableComponent>(oldEntity);
//give new sight all values of old sight
_blindableSystem.TransferBlindness(newSight, oldSight, newEntity);
var hasOtherEyes = false;
//check for other eye components on owning body and owning body organs (if old entity has a body)
if (TryComp<BodyComponent>(oldEntity, out var body))
{
if (TryComp<EyesComponent>(oldEntity, out var bodyEyes)) //some bodies see through their skin!!! (slimes)
hasOtherEyes = true;
else
{
foreach (var (organ, _) in _bodySystem.GetBodyOrgans(oldEntity, body))
{
if (TryComp<EyesComponent>(organ, out var eyes))
{
hasOtherEyes = true;
break;
}
}
//TODO (MS14): Should we do this for body parts too? might be a little overpowered but could be funny/interesting
}
}
//if there are no existing eye components for the old entity - set old sight to be blind otherwise leave it as is
if (!hasOtherEyes && !TryComp<EyesComponent>(oldEntity, out var self))
_blindableSystem.AdjustEyeDamage((oldEntity, oldSight), oldSight.MaxDamage);
}
private void OnOrganEnabled(EntityUid uid, EyesComponent component, OrganEnabledEvent args)
{
if (TerminatingOrDeleted(uid)
|| args.Organ.Comp.Body is not { Valid: true } body)
return;
RemComp<TemporaryBlindnessComponent>(body);
HandleSight(uid, body);
}
private void OnOrganDisabled(EntityUid uid, EyesComponent component, OrganDisabledEvent args)
{
if (TerminatingOrDeleted(uid)
|| args.Organ.Comp.Body is not { Valid: true } body)
return;
EnsureComp<TemporaryBlindnessComponent>(body);
HandleSight(body, uid);
}
}
}