Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
using Content.Shared.Actions ;
using Content.Shared.Administration.Logs ;
2025-08-21 02:42:42 +02:00
using Content.Shared.Changeling.Components ;
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
using Content.Shared.Cloning ;
using Content.Shared.Database ;
using Content.Shared.DoAfter ;
using Content.Shared.Humanoid ;
using Content.Shared.IdentityManagement ;
using Content.Shared.Popups ;
using Robust.Shared.Audio.Systems ;
using Robust.Shared.Network ;
using Robust.Shared.Prototypes ;
2025-08-21 02:42:42 +02:00
namespace Content.Shared.Changeling.Systems ;
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
public sealed partial class ChangelingTransformSystem : EntitySystem
{
[Dependency] private readonly INetManager _net = default ! ;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default ! ;
[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default ! ;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default ! ;
[Dependency] private readonly SharedHumanoidAppearanceSystem _humanoidAppearanceSystem = default ! ;
[Dependency] private readonly MetaDataSystem _metaSystem = default ! ;
[Dependency] private readonly SharedPopupSystem _popupSystem = default ! ;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default ! ;
[Dependency] private readonly SharedAudioSystem _audio = default ! ;
[Dependency] private readonly SharedCloningSystem _cloningSystem = default ! ;
[Dependency] private readonly IPrototypeManager _prototype = default ! ;
private const string ChangelingBuiXmlGeneratedName = "ChangelingTransformBoundUserInterface" ;
public override void Initialize ( )
{
base . Initialize ( ) ;
SubscribeLocalEvent < ChangelingTransformComponent , MapInitEvent > ( OnMapInit ) ;
SubscribeLocalEvent < ChangelingTransformComponent , ChangelingTransformActionEvent > ( OnTransformAction ) ;
SubscribeLocalEvent < ChangelingTransformComponent , ChangelingTransformDoAfterEvent > ( OnSuccessfulTransform ) ;
SubscribeLocalEvent < ChangelingTransformComponent , ChangelingTransformIdentitySelectMessage > ( OnTransformSelected ) ;
SubscribeLocalEvent < ChangelingTransformComponent , ComponentShutdown > ( OnShutdown ) ;
}
private void OnMapInit ( Entity < ChangelingTransformComponent > ent , ref MapInitEvent init )
{
_actionsSystem . AddAction ( ent , ref ent . Comp . ChangelingTransformActionEntity , ent . Comp . ChangelingTransformAction ) ;
var userInterfaceComp = EnsureComp < UserInterfaceComponent > ( ent ) ;
2025-08-24 15:50:19 +02:00
_uiSystem . SetUi ( ( ent , userInterfaceComp ) , ChangelingTransformUiKey . Key , new InterfaceData ( ChangelingBuiXmlGeneratedName ) ) ;
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
}
private void OnShutdown ( Entity < ChangelingTransformComponent > ent , ref ComponentShutdown args )
{
if ( ent . Comp . ChangelingTransformActionEntity ! = null )
{
_actionsSystem . RemoveAction ( ent . Owner , ent . Comp . ChangelingTransformActionEntity ) ;
}
}
private void OnTransformAction ( Entity < ChangelingTransformComponent > ent ,
ref ChangelingTransformActionEvent args )
{
if ( ! TryComp < UserInterfaceComponent > ( ent , out var userInterfaceComp ) )
return ;
if ( ! TryComp < ChangelingIdentityComponent > ( ent , out var userIdentity ) )
return ;
2025-08-24 15:50:19 +02:00
if ( ! _uiSystem . IsUiOpen ( ( ent , userInterfaceComp ) , ChangelingTransformUiKey . Key , args . Performer ) )
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
{
2025-08-24 15:50:19 +02:00
_uiSystem . OpenUi ( ( ent , userInterfaceComp ) , ChangelingTransformUiKey . Key , args . Performer ) ;
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
} //TODO: Can add a Else here with TransformInto and CloseUI to make a quick switch,
// issue right now is that Radials cover the Action buttons so clicking the action closes the UI (due to clicking off a radial causing it to close, even with UI)
// but pressing the number does.
}
/// <summary>
/// Transform the changeling into another identity.
/// This can be any cloneable humanoid and doesn't have to be stored in the ChangelingIdentiyComponent,
/// so make sure to validate the target before.
/// </summary>
public void TransformInto ( Entity < ChangelingTransformComponent ? > ent , EntityUid targetIdentity )
{
if ( ! Resolve ( ent , ref ent . Comp ) )
return ;
var selfMessage = Loc . GetString ( "changeling-transform-attempt-self" , ( "user" , Identity . Entity ( ent . Owner , EntityManager ) ) ) ;
var othersMessage = Loc . GetString ( "changeling-transform-attempt-others" , ( "user" , Identity . Entity ( ent . Owner , EntityManager ) ) ) ;
_popupSystem . PopupPredicted (
selfMessage ,
othersMessage ,
ent ,
ent ,
PopupType . MediumCaution ) ;
if ( _net . IsServer )
ent . Comp . CurrentTransformSound = _audio . PlayPvs ( ent . Comp . TransformAttemptNoise , ent ) ? . Entity ;
2025-08-21 02:42:42 +02:00
if ( TryComp < ChangelingStoredIdentityComponent > ( targetIdentity , out var storedIdentity ) & & storedIdentity . OriginalSession ! = null )
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
_adminLogger . Add ( LogType . Action , LogImpact . Medium , $"{ToPrettyString(ent.Owner):player} begun an attempt to transform into \" { Name ( targetIdentity ) } \ " ({storedIdentity.OriginalSession:player}) " ) ;
else
_adminLogger . Add ( LogType . Action , LogImpact . Medium , $"{ToPrettyString(ent.Owner):player} begun an attempt to transform into \" { Name ( targetIdentity ) } \ "" ) ;
2025-08-24 15:50:19 +02:00
_doAfterSystem . TryStartDoAfter ( new DoAfterArgs (
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
EntityManager ,
ent ,
ent . Comp . TransformWindup ,
new ChangelingTransformDoAfterEvent ( ) ,
ent ,
target : targetIdentity )
{
BreakOnMove = true ,
BreakOnWeightlessMove = true ,
DuplicateCondition = DuplicateConditions . None ,
RequireCanInteract = false ,
DistanceThreshold = null ,
} ) ;
}
private void OnTransformSelected ( Entity < ChangelingTransformComponent > ent ,
ref ChangelingTransformIdentitySelectMessage args )
{
2025-08-24 15:50:19 +02:00
_uiSystem . CloseUi ( ent . Owner , ChangelingTransformUiKey . Key , ent ) ;
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
if ( ! TryGetEntity ( args . TargetIdentity , out var targetIdentity ) )
return ;
if ( ! TryComp < ChangelingIdentityComponent > ( ent , out var identity ) )
return ;
if ( identity . CurrentIdentity = = targetIdentity )
return ; // don't transform into ourselves
if ( ! identity . ConsumedIdentities . Contains ( targetIdentity . Value ) )
return ; // this identity does not belong to this player
TransformInto ( ent . AsNullable ( ) , targetIdentity . Value ) ;
}
private void OnSuccessfulTransform ( Entity < ChangelingTransformComponent > ent ,
ref ChangelingTransformDoAfterEvent args )
{
args . Handled = true ;
if ( EntityManager . EntityExists ( ent . Comp . CurrentTransformSound ) )
_audio . Stop ( ent . Comp . CurrentTransformSound ) ;
if ( args . Cancelled )
return ;
if ( ! _prototype . Resolve ( ent . Comp . TransformCloningSettings , out var settings ) )
return ;
if ( args . Target is not { } targetIdentity )
return ;
_humanoidAppearanceSystem . CloneAppearance ( targetIdentity , args . User ) ;
_cloningSystem . CloneComponents ( targetIdentity , args . User , settings ) ;
2025-08-21 02:42:42 +02:00
if ( TryComp < ChangelingStoredIdentityComponent > ( targetIdentity , out var storedIdentity ) & & storedIdentity . OriginalSession ! = null )
Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
_adminLogger . Add ( LogType . Action , LogImpact . High , $"{ToPrettyString(ent.Owner):player} successfully transformed into \" { Name ( targetIdentity ) } \ " ({storedIdentity.OriginalSession:player})" ) ;
else
_adminLogger . Add ( LogType . Action , LogImpact . High , $"{ToPrettyString(ent.Owner):player} successfully transformed into \" { Name ( targetIdentity ) } \ "" ) ;
_metaSystem . SetEntityName ( ent , Name ( targetIdentity ) , raiseEvents : false ) ;
Dirty ( ent ) ;
if ( TryComp < ChangelingIdentityComponent > ( ent , out var identity ) ) // in case we ever get changelings that don't store identities
{
identity . CurrentIdentity = targetIdentity ;
Dirty ( ent . Owner , identity ) ;
}
}
}