Files
wwdpublic/Content.Shared/Body/Systems/SharedBodySystem.Body.cs
Spatison 2fd69f53e3 [Fix] Mass Bug Fix (#130)
* Mass Bug Fixing (#1256)

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# Description

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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.

Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263

---

# Changelog

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in the changelog (ex: `🆑 Death`)
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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.

---------

Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)

* Automatic Changelog Update (#1256)

(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)

* fix

* Fix animation looping bugs. (#29457)

Summary of the problem is in the corresponding engine commit: a4ea5a4620

This commit requires engine master right now.

I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.

Fixes #29144

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)

* Fix arcade machines (#30376)

(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)

* fix

* fix test

* fix test

* fix test

* fix

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
2024-11-25 01:20:13 +07:00

429 lines
16 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.Body.Components;
using Content.Shared.Body.Organ;
using Content.Shared.Body.Part;
using Content.Shared.Body.Prototypes;
using Content.Shared.Buckle.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Damage;
using Content.Shared.DragDrop;
using Content.Shared.FixedPoint;
using Content.Shared.Gibbing.Components;
using Content.Shared.Gibbing.Events;
using Content.Shared.Gibbing.Systems;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Events;
using Content.Shared.Inventory;
using Content.Shared.Rejuvenate;
using Content.Shared.Standing;
using Content.Shared.Targeting;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Utility;
using Robust.Shared.Timing;
namespace Content.Shared.Body.Systems;
public partial class SharedBodySystem
{
/*
* tl;dr of how bobby works
* - BodyComponent uses a BodyPrototype as a template.
* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
*/
[Dependency] private readonly StandingStateSystem _standing = default!;// WD EDIT
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!;
[Dependency] private readonly GibbingSystem _gibbingSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private const float GibletLaunchImpulse = 8;
private const float GibletLaunchImpulseVariance = 3;
private void InitializeBody()
{
// Body here to handle root body parts.
SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
SubscribeLocalEvent<BodyComponent, StandAttemptEvent>(OnStandAttempt);
SubscribeLocalEvent<BodyComponent, UnbuckledEvent>(OnUnbuckled); // WD EDIT
SubscribeLocalEvent<BodyComponent, ProfileLoadFinishedEvent>(OnProfileLoadFinished);
}
private void OnBodyInserted(Entity<BodyComponent> ent, ref EntInsertedIntoContainerMessage args)
{
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var insertedUid = args.Entity;
if (TryComp(insertedUid, out BodyPartComponent? part))
{
AddPart((ent, ent), (insertedUid, part), slotId);
RecursiveBodyUpdate((insertedUid, part), ent);
}
if (TryComp(insertedUid, out OrganComponent? organ))
{
AddOrgan((insertedUid, organ), ent, ent);
}
}
private void OnBodyRemoved(Entity<BodyComponent> ent, ref EntRemovedFromContainerMessage args)
{
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var removedUid = args.Entity;
DebugTools.Assert(!TryComp(removedUid, out BodyPartComponent? b) || b.Body == ent);
DebugTools.Assert(!TryComp(removedUid, out OrganComponent? o) || o.Body == ent);
if (TryComp(removedUid, out BodyPartComponent? part))
{
RemovePart((ent, ent), (removedUid, part), slotId);
RecursiveBodyUpdate((removedUid, part), null);
}
if (TryComp(removedUid, out OrganComponent? organ))
RemoveOrgan((removedUid, organ), ent);
}
private void OnBodyInit(Entity<BodyComponent> ent, ref ComponentInit args)
{
// Setup the initial container.
ent.Comp.RootContainer = Containers.EnsureContainer<ContainerSlot>(ent, BodyRootContainerId);
}
private void OnBodyMapInit(Entity<BodyComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.Prototype is null)
return;
// One-time setup
// Obviously can't run in Init to avoid double-spawns on save / load.
var prototype = Prototypes.Index(ent.Comp.Prototype.Value);
MapInitBody(ent, prototype);
}
private void MapInitBody(EntityUid bodyEntity, BodyPrototype prototype)
{
var protoRoot = prototype.Slots[prototype.Root];
if (protoRoot.Part is null)
return;
// This should already handle adding the entity to the root.
var rootPartUid = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
var rootPart = Comp<BodyPartComponent>(rootPartUid);
rootPart.Body = bodyEntity;
rootPart.OriginalBody = bodyEntity;
Dirty(rootPartUid, rootPart);
// Setup the rest of the body entities.
SetupOrgans((rootPartUid, rootPart), protoRoot.Organs);
MapInitParts(rootPartUid, rootPart, prototype);
}
private void OnBodyCanDrag(Entity<BodyComponent> ent, ref CanDragEvent args)
{
args.Handled = true;
}
private void OnStandAttempt(Entity<BodyComponent> ent, ref StandAttemptEvent args)
{
if (ent.Comp.LegEntities.Count == 0)
args.Cancel();
}
// WD EDIT START
private void OnUnbuckled(Entity<BodyComponent> ent, ref UnbuckledEvent args)
{
if (ent.Comp.LegEntities.Count == 0)
_standing.Down(ent.Owner, dropHeldItems:true);
}
// WD EDIT END
/// <summary>
/// Sets up all of the relevant body parts for a particular body entity and root part.
/// </summary>
private void MapInitParts(EntityUid rootPartId, BodyPartComponent rootPart, BodyPrototype prototype)
{
// Start at the root part and traverse the body graph, setting up parts as we go.
// Basic BFS pathfind.
var rootSlot = prototype.Root;
var frontier = new Queue<string>();
frontier.Enqueue(rootSlot);
// Child -> Parent connection.
var cameFrom = new Dictionary<string, string>();
cameFrom[rootSlot] = rootSlot;
// Maps slot to its relevant entity.
var cameFromEntities = new Dictionary<string, EntityUid>();
cameFromEntities[rootSlot] = rootPartId;
while (frontier.TryDequeue(out var currentSlotId))
{
var currentSlot = prototype.Slots[currentSlotId];
foreach (var connection in currentSlot.Connections)
{
// Already been handled
if (!cameFrom.TryAdd(connection, currentSlotId))
continue;
// Setup part
var connectionSlot = prototype.Slots[connection];
var parentEntity = cameFromEntities[currentSlotId];
var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
// Spawn the entity on the target
// then get the body part type, create the slot, and finally
// we can insert it into the container.
var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
cameFromEntities[connection] = childPart;
var childPartComponent = Comp<BodyPartComponent>(childPart);
var partSlot = CreatePartSlot(parentEntity, connection, childPartComponent.PartType, parentPartComponent);
childPartComponent.ParentSlot = partSlot;
childPartComponent.OriginalBody = rootPart.Body;
Dirty(childPart, childPartComponent);
var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
if (partSlot is null || !Containers.Insert(childPart, cont))
{
Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
QueueDel(childPart);
continue;
}
// Add organs
SetupOrgans((childPart, childPartComponent), connectionSlot.Organs);
// Enqueue it so we can also get its neighbors.
frontier.Enqueue(connection);
}
}
}
private void SetupOrgans(Entity<BodyPartComponent> ent, Dictionary<string, string> organs)
{
foreach (var (organSlotId, organProto) in organs)
{
var slot = CreateOrganSlot((ent, ent), organSlotId);
SpawnInContainerOrDrop(organProto, ent, GetOrganContainerId(organSlotId));
if (slot is null)
{
Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(ent)}");
}
}
}
/// <summary>
/// Gets all body containers on this entity including the root one.
/// </summary>
public IEnumerable<BaseContainer> GetBodyContainers(
EntityUid id,
BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (!Resolve(id, ref body, logMissing: false)
|| body.RootContainer.ContainedEntity is null
|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
{
yield break;
}
yield return body.RootContainer;
foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return childContainer;
}
}
/// <summary>
/// Gets all child body parts of this entity, including the root entity.
/// </summary>
public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(
EntityUid? id,
BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (id is null
|| !Resolve(id.Value, ref body, logMissing: false)
|| body is null
|| body.RootContainer == default
|| body.RootContainer.ContainedEntity is null
|| !Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
yield break;
foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return child;
}
}
public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(
EntityUid? bodyId,
BodyComponent? body = null)
{
if (bodyId is null || !Resolve(bodyId.Value, ref body, logMissing: false))
yield break;
foreach (var part in GetBodyChildren(bodyId, body))
{
foreach (var organ in GetPartOrgans(part.Id, part.Component))
{
yield return organ;
}
}
}
/// <summary>
/// Returns all body part slots for this entity.
/// </summary>
/// <param name="bodyId"></param>
/// <param name="body"></param>
/// <returns></returns>
public IEnumerable<BodyPartSlot> GetBodyAllSlots(
EntityUid bodyId,
BodyComponent? body = null)
{
if (!Resolve(bodyId, ref body, logMissing: false)
|| body.RootContainer.ContainedEntity is null)
{
yield break;
}
foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
{
yield return slot;
}
}
public virtual HashSet<EntityUid> GibBody(
EntityUid bodyId,
bool gibOrgans = false,
BodyComponent? body = null,
bool launchGibs = true,
Vector2? splatDirection = null,
float splatModifier = 1,
Angle splatCone = default,
SoundSpecifier? gibSoundOverride = null,
GibType gib = GibType.Gib,
GibContentsOption contents = GibContentsOption.Drop)
{
var gibs = new HashSet<EntityUid>();
if (!Resolve(bodyId, ref body, logMissing: false))
return gibs;
var root = GetRootPartOrNull(bodyId, body);
if (root != null && TryComp(root.Value.Entity, out GibbableComponent? gibbable))
{
gibSoundOverride ??= gibbable.GibSound;
}
var parts = GetBodyChildren(bodyId, body).ToArray();
gibs.EnsureCapacity(parts.Length);
foreach (var part in parts)
{
_gibbingSystem.TryGibEntityWithRef(bodyId, part.Id, gib, contents, ref gibs,
playAudio: false, launchGibs: true, launchDirection: splatDirection, launchImpulse: GibletLaunchImpulse * splatModifier,
launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
if (!gibOrgans)
continue;
foreach (var organ in GetPartOrgans(part.Id, part.Component))
{
_gibbingSystem.TryGibEntityWithRef(bodyId, organ.Id, GibType.Drop, GibContentsOption.Skip,
ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse * splatModifier,
launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
}
}
if (TryComp<InventoryComponent>(bodyId, out var inventory))
{
foreach (var item in _inventory.GetHandOrInventoryEntities(bodyId))
{
SharedTransform.AttachToGridOrMap(item);
gibs.Add(item);
}
}
_audioSystem.PlayPredicted(gibSoundOverride, Transform(bodyId).Coordinates, null);
return gibs;
}
public virtual HashSet<EntityUid> GibPart(
EntityUid partId,
BodyPartComponent? part = null,
bool launchGibs = true,
Vector2? splatDirection = null,
float splatModifier = 1,
Angle splatCone = default,
SoundSpecifier? gibSoundOverride = null)
{
var gibs = new HashSet<EntityUid>();
if (!Resolve(partId, ref part, logMissing: false))
return gibs;
if (part.Body is { } bodyEnt)
{
if (IsPartRoot(bodyEnt, partId, part: part))
return gibs;
ChangeSlotState((partId, part), true);
RemovePartChildren((partId, part), bodyEnt);
foreach (var organ in GetPartOrgans(partId, part))
{
_gibbingSystem.TryGibEntityWithRef(bodyEnt, organ.Id, GibType.Drop, GibContentsOption.Skip,
ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse * splatModifier,
launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
}
var ev = new BodyPartDroppedEvent((partId, part));
RaiseLocalEvent(bodyEnt, ref ev);
}
_gibbingSystem.TryGibEntityWithRef(partId, partId, GibType.Gib, GibContentsOption.Drop, ref gibs,
playAudio: true, launchGibs: true, launchDirection: splatDirection, launchImpulse: GibletLaunchImpulse * splatModifier,
launchImpulseVariance: GibletLaunchImpulseVariance, launchCone: splatCone);
if (HasComp<InventoryComponent>(partId))
{
foreach (var item in _inventory.GetHandOrInventoryEntities(partId))
{
SharedTransform.AttachToGridOrMap(item);
gibs.Add(item);
}
}
_audioSystem.PlayPredicted(gibSoundOverride, Transform(partId).Coordinates, null);
return gibs;
}
private void OnProfileLoadFinished(EntityUid uid, BodyComponent component, ProfileLoadFinishedEvent args)
{
if (!HasComp<HumanoidAppearanceComponent>(uid)
|| TerminatingOrDeleted(uid))
foreach (var part in GetBodyChildren(uid, component))
EnsureComp<BodyPartAppearanceComponent>(part.Id);
}
}