* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
247 lines
11 KiB
C#
247 lines
11 KiB
C#
using System.Threading;
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using Content.Shared.MobState.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Audio;
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using Content.Shared.Jittering;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Throwing;
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using Content.Shared.Construction.Components;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Server.MobState;
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using Content.Server.Power.Components;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Climbing;
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using Content.Server.DoAfter;
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using Content.Server.Humanoid;
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using Content.Server.Mind.Components;
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using Content.Server.Stack;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Configuration;
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using Robust.Server.Player;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.Medical.BiomassReclaimer
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{
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public sealed class BiomassReclaimerSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedJitteringSystem _jitteringSystem = default!;
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[Dependency] private readonly SharedAudioSystem _sharedAudioSystem = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
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[Dependency] private readonly SpillableSystem _spillableSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (_, reclaimer) in EntityQuery<ActiveBiomassReclaimerComponent, BiomassReclaimerComponent>())
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{
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reclaimer.Accumulator += frameTime;
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reclaimer.RandomMessAccumulator += frameTime;
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if (reclaimer.RandomMessAccumulator >= reclaimer.RandomMessInterval.TotalSeconds)
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{
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if (_robustRandom.Prob(0.3f))
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{
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if (_robustRandom.Prob(0.7f))
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{
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Solution blood = new();
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blood.AddReagent(reclaimer.BloodReagent, 50);
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_spillableSystem.SpillAt(reclaimer.Owner, blood, "PuddleBlood");
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}
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if (_robustRandom.Prob(0.1f) && reclaimer.SpawnedEntities.Count > 0)
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{
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var thrown = Spawn(_robustRandom.Pick(reclaimer.SpawnedEntities).PrototypeId, Transform(reclaimer.Owner).Coordinates);
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Vector2 direction = (_robustRandom.Next(-30, 30), _robustRandom.Next(-30, 30));
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_throwing.TryThrow(thrown, direction, _robustRandom.Next(1, 10));
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}
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}
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reclaimer.RandomMessAccumulator -= (float) reclaimer.RandomMessInterval.TotalSeconds;
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}
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if (reclaimer.Accumulator < reclaimer.CurrentProcessingTime)
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{
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continue;
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}
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reclaimer.Accumulator = 0;
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_stackSystem.SpawnMultiple((int) reclaimer.CurrentExpectedYield, 100, "Biomass", Transform(reclaimer.Owner).Coordinates);
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reclaimer.SpawnedEntities.Clear();
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RemCompDeferred<ActiveBiomassReclaimerComponent>(reclaimer.Owner);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActiveBiomassReclaimerComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ActiveBiomassReclaimerComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<ActiveBiomassReclaimerComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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SubscribeLocalEvent<BiomassReclaimerComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
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SubscribeLocalEvent<BiomassReclaimerComponent, ClimbedOnEvent>(OnClimbedOn);
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SubscribeLocalEvent<ReclaimSuccessfulEvent>(OnReclaimSuccessful);
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SubscribeLocalEvent<ReclaimCancelledEvent>(OnReclaimCancelled);
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}
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private void OnInit(EntityUid uid, ActiveBiomassReclaimerComponent component, ComponentInit args)
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{
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_jitteringSystem.AddJitter(uid, -10, 100);
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_sharedAudioSystem.Play("/Audio/Machines/reclaimer_startup.ogg", Filter.Pvs(uid), uid);
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_ambientSoundSystem.SetAmbience(uid, true);
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}
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private void OnShutdown(EntityUid uid, ActiveBiomassReclaimerComponent component, ComponentShutdown args)
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{
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RemComp<JitteringComponent>(uid);
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_ambientSoundSystem.SetAmbience(uid, false);
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}
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private void OnUnanchorAttempt(EntityUid uid, ActiveBiomassReclaimerComponent component, UnanchorAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnAfterInteractUsing(EntityUid uid, BiomassReclaimerComponent component, AfterInteractUsingEvent args)
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{
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if (!args.CanReach)
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return;
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if (component.CancelToken != null || args.Target == null)
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return;
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if (HasComp<MobStateComponent>(args.Used) && CanGib(uid, args.Used, component))
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{
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component.CancelToken = new CancellationTokenSource();
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_doAfterSystem.DoAfter(new DoAfterEventArgs(args.User, 7f, component.CancelToken.Token, target: args.Target)
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{
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BroadcastFinishedEvent = new ReclaimSuccessfulEvent(args.User, args.Used, uid),
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BroadcastCancelledEvent = new ReclaimCancelledEvent(uid),
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnStun = true,
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NeedHand = true
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});
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}
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}
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private void OnClimbedOn(EntityUid uid, BiomassReclaimerComponent component, ClimbedOnEvent args)
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{
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if (!CanGib(uid, args.Climber, component))
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{
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Vector2 direction = (_robustRandom.Next(-2, 2), _robustRandom.Next(-2, 2));
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_throwing.TryThrow(args.Climber, direction, 0.5f);
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return;
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}
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_adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{ToPrettyString(args.Instigator):player} used a biomass reclaimer to gib {ToPrettyString(args.Climber):target} in {ToPrettyString(uid):reclaimer}");
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StartProcessing(args.Climber, component);
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}
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private void OnReclaimSuccessful(ReclaimSuccessfulEvent args)
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{
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if (!TryComp<BiomassReclaimerComponent>(args.Reclaimer, out var reclaimer))
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return;
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_adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{ToPrettyString(args.User):player} used a biomass reclaimer to gib {ToPrettyString(args.Target):target} in {ToPrettyString(args.Reclaimer):reclaimer}");
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reclaimer.CancelToken = null;
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StartProcessing(args.Target, reclaimer);
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}
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private void OnReclaimCancelled(ReclaimCancelledEvent args)
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{
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if (!TryComp<BiomassReclaimerComponent>(args.Reclaimer, out var reclaimer))
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return;
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reclaimer.CancelToken = null;
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}
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private void StartProcessing(EntityUid toProcess, BiomassReclaimerComponent component)
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{
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AddComp<ActiveBiomassReclaimerComponent>(component.Owner);
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if (TryComp<BloodstreamComponent>(toProcess, out var stream))
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{
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component.BloodReagent = stream.BloodReagent;
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}
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if (TryComp<SharedButcherableComponent>(toProcess, out var butcherableComponent))
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{
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component.SpawnedEntities = butcherableComponent.SpawnedEntities;
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}
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component.CurrentExpectedYield = CalculateYield(toProcess, component);
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component.CurrentProcessingTime = component.CurrentExpectedYield / component.YieldPerUnitMass * component.ProcessingSpeedMultiplier;
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EntityManager.QueueDeleteEntity(toProcess);
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}
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private float CalculateYield(EntityUid uid, BiomassReclaimerComponent component)
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{
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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{
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Logger.Error("Somehow tried to extract biomass from " + uid + ", which has no physics component.");
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return 0f;
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}
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return (physics.FixturesMass * component.YieldPerUnitMass);
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}
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private bool CanGib(EntityUid uid, EntityUid dragged, BiomassReclaimerComponent component)
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{
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if (HasComp<ActiveBiomassReclaimerComponent>(uid))
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return false;
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if (!HasComp<MobStateComponent>(dragged))
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return false;
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if (!Transform(uid).Anchored)
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return false;
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if (TryComp<ApcPowerReceiverComponent>(uid, out var power) && !power.Powered)
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return false;
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if (component.SafetyEnabled && !_mobState.IsDead(dragged))
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return false;
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// Reject souled bodies in easy mode.
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if (_configManager.GetCVar(CCVars.BiomassEasyMode) && HasComp<HumanoidComponent>(dragged) &&
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TryComp<MindComponent>(dragged, out var mindComp))
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{
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if (mindComp.Mind?.UserId != null && _playerManager.TryGetSessionById(mindComp.Mind.UserId.Value, out var client))
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return false;
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}
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return true;
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}
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private sealed class ReclaimCancelledEvent : EntityEventArgs
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{
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public EntityUid Reclaimer;
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public ReclaimCancelledEvent(EntityUid reclaimer)
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{
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Reclaimer = reclaimer;
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}
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}
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private sealed class ReclaimSuccessfulEvent : EntityEventArgs
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{
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public EntityUid User;
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public EntityUid Target;
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public EntityUid Reclaimer;
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public ReclaimSuccessfulEvent(EntityUid user, EntityUid target, EntityUid reclaimer)
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{
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User = user;
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Target = target;
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Reclaimer = reclaimer;
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}
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}
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}
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}
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