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* More Tajaran Markings (#1834) <!-- 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]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- 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 --> --- <!-- 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 --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@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 b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@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 ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- 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]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- 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>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </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: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- 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]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- 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>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </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: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- 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]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # 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] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- 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: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- 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]? --> Ports Lavaland and required systems from Goobstation. --- # 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] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- 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: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com>
470 lines
19 KiB
C#
470 lines
19 KiB
C#
using System.Linq;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Radiation.Events;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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// Shitmed Change
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using Content.Shared.Body.Systems;
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using Content.Shared._Shitmed.Targeting;
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using Robust.Shared.Random;
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namespace Content.Shared.Damage
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{
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public sealed class DamageableSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly SharedBodySystem _body = default!; // Shitmed Change
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[Dependency] private readonly IRobustRandom _random = default!; // Shitmed Change
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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private EntityQuery<AppearanceComponent> _appearanceQuery;
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private EntityQuery<DamageableComponent> _damageableQuery;
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private EntityQuery<MindContainerComponent> _mindContainerQuery;
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public override void Initialize()
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{
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SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
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SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
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SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
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SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
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SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
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_appearanceQuery = GetEntityQuery<AppearanceComponent>();
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_damageableQuery = GetEntityQuery<DamageableComponent>();
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_mindContainerQuery = GetEntityQuery<MindContainerComponent>();
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}
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/// <summary>
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/// Initialize a damageable component
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/// </summary>
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private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
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{
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if (component.DamageContainerID != null &&
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_prototypeManager.TryIndex<DamageContainerPrototype>(component.DamageContainerID,
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out var damageContainerPrototype))
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{
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// Initialize damage dictionary, using the types and groups from the damage
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// container prototype
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foreach (var type in damageContainerPrototype.SupportedTypes)
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{
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component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
|
}
|
|
|
|
foreach (var groupId in damageContainerPrototype.SupportedGroups)
|
|
{
|
|
var group = _prototypeManager.Index<DamageGroupPrototype>(groupId);
|
|
foreach (var type in group.DamageTypes)
|
|
{
|
|
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
|
|
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
|
|
{
|
|
component.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
|
|
}
|
|
}
|
|
|
|
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
|
component.TotalDamage = component.Damage.GetTotal();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Directly sets the damage specifier of a damageable component.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
|
|
/// event is raised.
|
|
/// </remarks>
|
|
public void SetDamage(EntityUid uid, DamageableComponent damageable, DamageSpecifier damage)
|
|
{
|
|
damageable.Damage = damage;
|
|
DamageChanged(uid, damageable);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If the damage in a DamageableComponent was changed, this function should be called.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
|
|
/// The damage changed event is used by other systems, such as damage thresholds.
|
|
/// </remarks>
|
|
public void DamageChanged(EntityUid uid, DamageableComponent component, DamageSpecifier? damageDelta = null,
|
|
bool interruptsDoAfters = true, EntityUid? origin = null, bool? canSever = null) // Shitmed Change
|
|
{
|
|
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
|
component.TotalDamage = component.Damage.GetTotal();
|
|
Dirty(uid, component);
|
|
|
|
if (_appearanceQuery.TryGetComponent(uid, out var appearance) && damageDelta != null)
|
|
{
|
|
var data = new DamageVisualizerGroupData(component.DamagePerGroup.Keys.ToList());
|
|
_appearance.SetData(uid, DamageVisualizerKeys.DamageUpdateGroups, data, appearance);
|
|
}
|
|
RaiseLocalEvent(uid, new DamageChangedEvent(component, damageDelta, interruptsDoAfters, origin, canSever ?? true)); // Shitmed Change
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
|
|
/// function just applies the container's resistances (unless otherwise specified) and then changes the
|
|
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
|
|
/// </remarks>
|
|
/// <returns>
|
|
/// Returns a <see cref="DamageSpecifier"/> with information about the actual damage changes. This will be
|
|
/// null if the user had no applicable components that can take damage.
|
|
/// </returns>
|
|
public DamageSpecifier? TryChangeDamage(EntityUid? uid, DamageSpecifier damage, bool ignoreResistances = false,
|
|
bool interruptsDoAfters = true, DamageableComponent? damageable = null, EntityUid? origin = null,
|
|
// Shitmed Change
|
|
bool? canSever = true, bool? canEvade = false, float? partMultiplier = 1.00f, TargetBodyPart? targetPart = null, bool doPartDamage = true)
|
|
{
|
|
if (!uid.HasValue || !_damageableQuery.Resolve(uid.Value, ref damageable, false))
|
|
{
|
|
// TODO BODY SYSTEM pass damage onto body system
|
|
return null;
|
|
}
|
|
|
|
if (damage.Empty)
|
|
{
|
|
return damage;
|
|
}
|
|
|
|
var before = new BeforeDamageChangedEvent(damage, origin, targetPart, canEvade ?? false); // Shitmed Change
|
|
RaiseLocalEvent(uid.Value, ref before);
|
|
|
|
if (before.Cancelled)
|
|
return null;
|
|
|
|
// Shitmed Change Start
|
|
if (doPartDamage)
|
|
{
|
|
var partDamage = new TryChangePartDamageEvent(damage, origin, targetPart, ignoreResistances, canSever ?? true, canEvade ?? false, partMultiplier ?? 1.00f);
|
|
RaiseLocalEvent(uid.Value, ref partDamage);
|
|
|
|
if (partDamage.Evaded || partDamage.Cancelled)
|
|
return null;
|
|
}
|
|
|
|
// Shitmed Change End
|
|
|
|
// Apply resistances
|
|
if (!ignoreResistances)
|
|
{
|
|
if (damageable.DamageModifierSetId != null &&
|
|
_prototypeManager.TryIndex<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
|
|
{
|
|
// TODO DAMAGE PERFORMANCE
|
|
// use a local private field instead of creating a new dictionary here..
|
|
// TODO: We need to add a check to see if the given armor covers the targeted part (if any) to modify or not.
|
|
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
|
|
}
|
|
|
|
// From Solidus: If you are reading this, I owe you a more comprehensive refactor of this entire system.
|
|
if (damageable.DamageModifierSets.Count > 0)
|
|
foreach (var enumerableModifierSet in damageable.DamageModifierSets)
|
|
if (_prototypeManager.TryIndex<DamageModifierSetPrototype>(enumerableModifierSet, out var enumerableModifier))
|
|
damage = DamageSpecifier.ApplyModifierSet(damage, enumerableModifier);
|
|
|
|
var ev = new DamageModifyEvent(damage, origin, targetPart); // Shitmed Change
|
|
RaiseLocalEvent(uid.Value, ev);
|
|
damage = ev.Damage;
|
|
|
|
if (damage.Empty)
|
|
{
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
// TODO DAMAGE PERFORMANCE
|
|
// Consider using a local private field instead of creating a new dictionary here.
|
|
// Would need to check that nothing ever tries to cache the delta.
|
|
var delta = new DamageSpecifier();
|
|
delta.DamageDict.EnsureCapacity(damage.DamageDict.Count);
|
|
|
|
var dict = damageable.Damage.DamageDict;
|
|
foreach (var (type, value) in damage.DamageDict)
|
|
{
|
|
// CollectionsMarshal my beloved.
|
|
if (!dict.TryGetValue(type, out var oldValue))
|
|
continue;
|
|
|
|
var newValue = FixedPoint2.Max(FixedPoint2.Zero, oldValue + value);
|
|
if (newValue == oldValue)
|
|
continue;
|
|
|
|
dict[type] = newValue;
|
|
delta.DamageDict[type] = newValue - oldValue;
|
|
}
|
|
|
|
if (delta.DamageDict.Count > 0)
|
|
DamageChanged(uid.Value, damageable, delta, interruptsDoAfters, origin, canSever); // Shitmed Change
|
|
|
|
return delta;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets all damage types supported by a <see cref="DamageableComponent"/> to the specified value.
|
|
/// </summary>
|
|
/// <remakrs>
|
|
/// Does nothing If the given damage value is negative.
|
|
/// </remakrs>
|
|
public void SetAllDamage(EntityUid uid, DamageableComponent component, FixedPoint2 newValue)
|
|
{
|
|
if (newValue < 0)
|
|
{
|
|
// invalid value
|
|
return;
|
|
}
|
|
|
|
foreach (var type in component.Damage.DamageDict.Keys)
|
|
{
|
|
component.Damage.DamageDict[type] = newValue;
|
|
}
|
|
|
|
// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
|
|
// empty damage delta.
|
|
DamageChanged(uid, component, new DamageSpecifier());
|
|
|
|
// Shitmed Change Start
|
|
if (HasComp<TargetingComponent>(uid))
|
|
{
|
|
foreach (var (part, _) in _body.GetBodyChildren(uid))
|
|
{
|
|
if (!TryComp(part, out DamageableComponent? damageComp))
|
|
continue;
|
|
|
|
SetAllDamage(part, damageComp, newValue);
|
|
}
|
|
}
|
|
// Shitmed Change End
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes all damage types supported by a <see cref="DamageableComponent"/> by the specified value.
|
|
/// </summary>
|
|
/// <remakrs>
|
|
/// Will not lower damage to a negative value.
|
|
/// </remakrs>
|
|
public void ChangeAllDamage(EntityUid uid, DamageableComponent component, FixedPoint2 addedValue)
|
|
{
|
|
foreach (var type in component.Damage.DamageDict.Keys)
|
|
{
|
|
component.Damage.DamageDict[type] += addedValue;
|
|
if (component.Damage.DamageDict[type] < 0)
|
|
component.Damage.DamageDict[type] = 0;
|
|
}
|
|
|
|
// Changing damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
|
|
// empty damage delta.
|
|
DamageChanged(uid, component, new DamageSpecifier());
|
|
|
|
// Shitmed Change Start
|
|
if (!HasComp<TargetingComponent>(uid))
|
|
return;
|
|
|
|
foreach (var (part, _) in _body.GetBodyChildren(uid))
|
|
{
|
|
if (!TryComp(part, out DamageableComponent? damageComp))
|
|
continue;
|
|
|
|
ChangeAllDamage(part, damageComp, addedValue);
|
|
}
|
|
// Shitmed Change End
|
|
}
|
|
|
|
public void SetDamageModifierSetId(EntityUid uid, string damageModifierSetId, DamageableComponent? comp = null)
|
|
{
|
|
if (!_damageableQuery.Resolve(uid, ref comp))
|
|
return;
|
|
|
|
comp.DamageModifierSetId = damageModifierSetId;
|
|
Dirty(uid, comp);
|
|
}
|
|
|
|
private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
|
|
{
|
|
if (_netMan.IsServer)
|
|
{
|
|
args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageModifierSetId);
|
|
}
|
|
else
|
|
{
|
|
// avoid mispredicting damage on newly spawned entities.
|
|
args.State = new DamageableComponentState(component.Damage.DamageDict.ShallowClone(), component.DamageModifierSetId);
|
|
}
|
|
}
|
|
|
|
private void OnIrradiated(EntityUid uid, DamageableComponent component, OnIrradiatedEvent args)
|
|
{
|
|
var damageValue = FixedPoint2.New(args.TotalRads);
|
|
|
|
// Radiation should really just be a damage group instead of a list of types.
|
|
DamageSpecifier damage = new();
|
|
foreach (var typeId in component.RadiationDamageTypeIDs)
|
|
{
|
|
damage.DamageDict.Add(typeId, damageValue);
|
|
}
|
|
|
|
TryChangeDamage(uid, damage, interruptsDoAfters: false);
|
|
}
|
|
|
|
private void OnRejuvenate(EntityUid uid, DamageableComponent component, RejuvenateEvent args)
|
|
{
|
|
TryComp<MobThresholdsComponent>(uid, out var thresholds);
|
|
_mobThreshold.SetAllowRevives(uid, true, thresholds); // do this so that the state changes when we set the damage
|
|
SetAllDamage(uid, component, 0);
|
|
_mobThreshold.SetAllowRevives(uid, false, thresholds);
|
|
}
|
|
|
|
private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not DamageableComponentState state)
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.DamageModifierSetId = state.ModifierSetId;
|
|
|
|
// Has the damage actually changed?
|
|
DamageSpecifier newDamage = new() { DamageDict = new(state.DamageDict) };
|
|
var delta = component.Damage - newDamage;
|
|
delta.TrimZeros();
|
|
|
|
if (!delta.Empty)
|
|
{
|
|
component.Damage = newDamage;
|
|
DamageChanged(uid, component, delta);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised before damage is done, so stuff can cancel it if necessary.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct BeforeDamageChangedEvent(
|
|
DamageSpecifier Damage,
|
|
EntityUid? Origin = null,
|
|
TargetBodyPart? TargetPart = null, // Shitmed Change
|
|
bool CanEvade = false, // Lavaland Change
|
|
bool Cancelled = false);
|
|
|
|
/// <summary>
|
|
/// Shitmed Change: Raised on parts before damage is done so we can cancel the damage if they evade.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct TryChangePartDamageEvent(
|
|
DamageSpecifier Damage,
|
|
EntityUid? Origin = null,
|
|
TargetBodyPart? TargetPart = null,
|
|
bool IgnoreResistances = false,
|
|
bool CanSever = true,
|
|
bool CanEvade = false,
|
|
float PartMultiplier = 1.00f,
|
|
bool Evaded = false,
|
|
bool Cancelled = false);
|
|
|
|
/// <summary>
|
|
/// Raised on an entity when damage is about to be dealt,
|
|
/// in case anything else needs to modify it other than the base
|
|
/// damageable component.
|
|
///
|
|
/// For example, armor.
|
|
/// </summary>
|
|
public sealed class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
|
|
{
|
|
// Whenever locational damage is a thing, this should just check only that bit of armour.
|
|
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
|
|
public readonly DamageSpecifier OriginalDamage;
|
|
public DamageSpecifier Damage;
|
|
public EntityUid? Origin;
|
|
public readonly TargetBodyPart? TargetPart; // Shitmed Change
|
|
|
|
public DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null, TargetBodyPart? targetPart = null) // Shitmed Change
|
|
{
|
|
OriginalDamage = damage;
|
|
Damage = damage;
|
|
Origin = origin;
|
|
TargetPart = targetPart; // Shitmed Change
|
|
}
|
|
}
|
|
|
|
public sealed class DamageChangedEvent : EntityEventArgs
|
|
{
|
|
/// <summary>
|
|
/// This is the component whose damage was changed.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Given that nearly every component that cares about a change in the damage, needs to know the
|
|
/// current damage values, directly passing this information prevents a lot of duplicate
|
|
/// Owner.TryGetComponent() calls.
|
|
/// </remarks>
|
|
public readonly DamageableComponent Damageable;
|
|
|
|
/// <summary>
|
|
/// The amount by which the damage has changed. If the damage was set directly to some number, this will be
|
|
/// null.
|
|
/// </summary>
|
|
public readonly DamageSpecifier? DamageDelta;
|
|
|
|
/// <summary>
|
|
/// Was any of the damage change dealing damage, or was it all healing?
|
|
/// </summary>
|
|
public readonly bool DamageIncreased;
|
|
|
|
/// <summary>
|
|
/// Does this event interrupt DoAfters?
|
|
/// Note: As provided in the constructor, this *does not* account for DamageIncreased.
|
|
/// As written into the event, this *does* account for DamageIncreased.
|
|
/// </summary>
|
|
public readonly bool InterruptsDoAfters;
|
|
|
|
/// <summary>
|
|
/// Contains the entity which caused the change in damage, if any was responsible.
|
|
/// </summary>
|
|
public readonly EntityUid? Origin;
|
|
|
|
/// <summary>
|
|
/// Shitmed Change: Can this damage event sever parts?
|
|
/// </summary>
|
|
public readonly bool CanSever;
|
|
|
|
public DamageChangedEvent(DamageableComponent damageable, DamageSpecifier? damageDelta, bool interruptsDoAfters, EntityUid? origin, bool canSever = true) // Shitmed Change
|
|
{
|
|
Damageable = damageable;
|
|
DamageDelta = damageDelta;
|
|
Origin = origin;
|
|
CanSever = canSever; // Shitmed Change
|
|
if (DamageDelta == null)
|
|
return;
|
|
|
|
foreach (var damageChange in DamageDelta.DamageDict.Values)
|
|
{
|
|
if (damageChange > 0)
|
|
{
|
|
DamageIncreased = true;
|
|
break;
|
|
}
|
|
}
|
|
InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
|
|
}
|
|
}
|
|
}
|