2022-06-16 07:14:06 +03:00
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using Content.Server.Body.Systems;
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using Content.Server.DoAfter;
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using Content.Server.Popups;
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using Content.Shared.Actions;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using System.Threading;
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2022-08-08 10:18:14 +10:00
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using Content.Server.Chat.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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2022-09-06 00:28:23 +10:00
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using Content.Server.NPC;
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2022-08-08 10:18:14 +10:00
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using Content.Shared.Damage;
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using Content.Shared.Dragon;
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using Content.Shared.Examine;
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using Content.Shared.Maps;
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2022-08-08 10:18:14 +10:00
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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2022-08-08 14:43:09 +10:00
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using Robust.Shared.Map;
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2022-08-08 10:18:14 +10:00
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using Robust.Shared.Random;
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2022-09-06 00:28:23 +10:00
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using Content.Server.NPC.Systems;
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2022-12-24 23:28:21 -05:00
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using Content.Shared.Humanoid;
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2022-06-16 07:14:06 +03:00
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namespace Content.Server.Dragon
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{
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public sealed partial class DragonSystem : GameRuleSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDef = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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2022-07-31 03:53:58 +01:00
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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2022-08-08 14:19:53 +10:00
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/// <summary>
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/// Minimum distance between 2 rifts allowed.
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/// </summary>
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private const int RiftRange = 15;
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/// <summary>
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/// Radius of tiles
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/// </summary>
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private const int RiftTileRadius = 2;
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private const int RiftsAllowed = 3;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DragonComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DragonComponent, ComponentShutdown>(OnShutdown);
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2022-06-16 18:35:14 +10:00
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SubscribeLocalEvent<DragonComponent, DragonDevourComplete>(OnDragonDevourComplete);
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SubscribeLocalEvent<DragonComponent, DragonDevourActionEvent>(OnDevourAction);
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SubscribeLocalEvent<DragonComponent, DragonSpawnRiftActionEvent>(OnDragonRift);
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SubscribeLocalEvent<DragonComponent, RefreshMovementSpeedModifiersEvent>(OnDragonMove);
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2022-06-16 07:14:06 +03:00
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SubscribeLocalEvent<DragonComponent, DragonStructureDevourComplete>(OnDragonStructureDevourComplete);
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SubscribeLocalEvent<DragonComponent, DragonDevourCancelledEvent>(OnDragonDevourCancelled);
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SubscribeLocalEvent<DragonComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<DragonRiftComponent, ComponentShutdown>(OnRiftShutdown);
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SubscribeLocalEvent<DragonRiftComponent, ComponentGetState>(OnRiftGetState);
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SubscribeLocalEvent<DragonRiftComponent, AnchorStateChangedEvent>(OnAnchorChange);
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SubscribeLocalEvent<DragonRiftComponent, ExaminedEvent>(OnRiftExamined);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRiftRoundEnd);
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}
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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 comp in EntityQuery<DragonComponent>())
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{
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if (comp.WeakenedAccumulator > 0f)
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{
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comp.WeakenedAccumulator -= frameTime;
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// No longer weakened.
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if (comp.WeakenedAccumulator < 0f)
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{
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comp.WeakenedAccumulator = 0f;
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_movement.RefreshMovementSpeedModifiers(comp.Owner);
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}
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}
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// At max rifts
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if (comp.Rifts.Count >= RiftsAllowed)
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{
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continue;
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}
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// If there's an active rift don't accumulate.
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if (comp.Rifts.Count > 0)
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{
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var lastRift = comp.Rifts[^1];
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if (TryComp<DragonRiftComponent>(lastRift, out var rift) && rift.State != DragonRiftState.Finished)
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{
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comp.RiftAccumulator = 0f;
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continue;
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}
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}
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comp.RiftAccumulator += frameTime;
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// Delete it, naughty dragon!
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if (comp.RiftAccumulator >= comp.RiftMaxAccumulator)
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{
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Roar(comp);
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QueueDel(comp.Owner);
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}
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}
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foreach (var comp in EntityQuery<DragonRiftComponent>())
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{
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if (comp.State != DragonRiftState.Finished && comp.Accumulator >= comp.MaxAccumulator)
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{
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// TODO: When we get autocall you can buff if the rift finishes / 3 rifts are up
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// for now they just keep 3 rifts up.
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comp.Accumulator = comp.MaxAccumulator;
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RemComp<DamageableComponent>(comp.Owner);
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comp.State = DragonRiftState.Finished;
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Dirty(comp);
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}
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else if (comp.State != DragonRiftState.Finished)
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{
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comp.Accumulator += frameTime;
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}
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comp.SpawnAccumulator += frameTime;
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2022-08-08 14:19:53 +10:00
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if (comp.State < DragonRiftState.AlmostFinished && comp.Accumulator > comp.MaxAccumulator / 2f)
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{
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comp.State = DragonRiftState.AlmostFinished;
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Dirty(comp);
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var location = Transform(comp.Owner).LocalPosition;
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_chat.DispatchGlobalAnnouncement(Loc.GetString("carp-rift-warning", ("location", location)), playSound: false, colorOverride: Color.Red);
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2022-11-22 13:49:48 +13:00
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_audioSystem.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), true);
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2022-08-08 10:18:14 +10:00
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}
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if (comp.SpawnAccumulator > comp.SpawnCooldown)
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{
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comp.SpawnAccumulator -= comp.SpawnCooldown;
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2022-09-06 00:28:23 +10:00
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var ent = Spawn(comp.SpawnPrototype, Transform(comp.Owner).MapPosition);
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_npc.SetBlackboard(ent, NPCBlackboard.FollowTarget, new EntityCoordinates(comp.Owner, Vector2.Zero));
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2022-08-08 10:18:14 +10:00
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}
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}
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}
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#region Rift
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private void OnRiftExamined(EntityUid uid, DragonRiftComponent component, ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("carp-rift-examine", ("percentage", MathF.Round(component.Accumulator / component.MaxAccumulator * 100))));
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}
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private void OnAnchorChange(EntityUid uid, DragonRiftComponent component, ref AnchorStateChangedEvent args)
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{
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if (!args.Anchored && component.State == DragonRiftState.Charging)
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{
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QueueDel(uid);
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}
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}
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private void OnRiftShutdown(EntityUid uid, DragonRiftComponent component, ComponentShutdown args)
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{
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if (TryComp<DragonComponent>(component.Dragon, out var dragon) && !dragon.Weakened)
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{
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foreach (var rift in dragon.Rifts)
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{
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QueueDel(rift);
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}
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dragon.Rifts.Clear();
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// We can't predict the rift being destroyed anyway so no point adding weakened to shared.
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dragon.WeakenedAccumulator = dragon.WeakenedDuration;
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_movement.RefreshMovementSpeedModifiers(component.Dragon);
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2022-12-19 10:41:47 +13:00
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_popupSystem.PopupEntity(Loc.GetString("carp-rift-destroyed"), component.Dragon, component.Dragon);
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2022-08-08 10:18:14 +10:00
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}
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}
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private void OnRiftGetState(EntityUid uid, DragonRiftComponent component, ref ComponentGetState args)
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{
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args.State = new DragonRiftComponentState()
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{
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State = component.State
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};
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}
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private void OnDragonMove(EntityUid uid, DragonComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (component.Weakened)
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{
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args.ModifySpeed(0.5f, 0.5f);
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}
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}
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private void OnDragonRift(EntityUid uid, DragonComponent component, DragonSpawnRiftActionEvent args)
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{
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if (component.Weakened)
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{
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2022-12-19 10:41:47 +13:00
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_popupSystem.PopupEntity(Loc.GetString("carp-rift-weakened"), uid, uid);
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return;
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}
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2022-08-08 14:19:53 +10:00
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if (component.Rifts.Count >= RiftsAllowed)
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{
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2022-12-19 10:41:47 +13:00
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_popupSystem.PopupEntity(Loc.GetString("carp-rift-max"), uid, uid);
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return;
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}
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if (component.Rifts.Count > 0 && TryComp<DragonRiftComponent>(component.Rifts[^1], out var rift) && rift.State != DragonRiftState.Finished)
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{
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2022-12-19 10:41:47 +13:00
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_popupSystem.PopupEntity(Loc.GetString("carp-rift-duplicate"), uid, uid);
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2022-08-08 10:18:14 +10:00
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return;
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}
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var xform = Transform(uid);
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// Have to be on a grid fam
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2022-08-08 14:43:09 +10:00
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if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
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2022-08-08 10:18:14 +10:00
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{
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2022-12-19 10:41:47 +13:00
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_popupSystem.PopupEntity(Loc.GetString("carp-rift-anchor"), uid, uid);
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return;
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}
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2022-08-08 14:19:53 +10:00
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foreach (var (_, riftXform) in EntityQuery<DragonRiftComponent, TransformComponent>(true))
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{
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if (riftXform.Coordinates.InRange(EntityManager, xform.Coordinates, RiftRange))
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{
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2022-12-19 10:41:47 +13:00
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_popupSystem.PopupEntity(Loc.GetString("carp-rift-proximity", ("proximity", RiftRange)), uid, uid);
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2022-08-08 14:19:53 +10:00
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return;
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}
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}
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2022-08-08 14:43:09 +10:00
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foreach (var tile in grid.GetTilesIntersecting(new Circle(xform.WorldPosition, RiftTileRadius), false))
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{
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if (!tile.IsSpace(_tileDef))
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continue;
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2022-12-19 10:41:47 +13:00
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_popupSystem.PopupEntity(Loc.GetString("carp-rift-space-proximity", ("proximity", RiftTileRadius)), uid, uid);
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2022-08-08 14:43:09 +10:00
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return;
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}
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2022-08-08 10:18:14 +10:00
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var carpUid = Spawn(component.RiftPrototype, xform.MapPosition);
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component.Rifts.Add(carpUid);
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Comp<DragonRiftComponent>(carpUid).Dragon = uid;
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2022-11-22 13:49:48 +13:00
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_audioSystem.PlayPvs("/Audio/Weapons/Guns/Gunshots/rocket_launcher.ogg", carpUid);
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2022-08-08 10:18:14 +10:00
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}
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#endregion
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private void OnShutdown(EntityUid uid, DragonComponent component, ComponentShutdown args)
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{
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foreach (var rift in component.Rifts)
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{
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QueueDel(rift);
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}
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2022-06-16 07:14:06 +03:00
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}
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private void OnMobStateChanged(EntityUid uid, DragonComponent component, MobStateChangedEvent args)
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{
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//Empties the stomach upon death
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//TODO: Do this when the dragon gets butchered instead
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2022-07-31 03:53:58 +01:00
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if (args.CurrentMobState == DamageState.Dead)
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{
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if (component.SoundDeath != null)
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2022-07-31 03:53:58 +01:00
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_audioSystem.PlayPvs(component.SoundDeath, uid, component.SoundDeath.Params);
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2022-06-16 07:14:06 +03:00
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component.DragonStomach.EmptyContainer();
|
2022-08-08 14:19:53 +10:00
|
|
|
|
|
|
|
|
foreach (var rift in component.Rifts)
|
|
|
|
|
{
|
|
|
|
|
QueueDel(rift);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
component.Rifts.Clear();
|
2022-06-16 07:14:06 +03:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnDragonDevourCancelled(EntityUid uid, DragonComponent component, DragonDevourCancelledEvent args)
|
|
|
|
|
{
|
|
|
|
|
component.CancelToken = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnDragonDevourComplete(EntityUid uid, DragonComponent component, DragonDevourComplete args)
|
2022-06-16 18:35:14 +10:00
|
|
|
{
|
2022-06-17 17:02:35 +10:00
|
|
|
component.CancelToken = null;
|
2022-06-16 18:35:14 +10:00
|
|
|
var ichorInjection = new Solution(component.DevourChem, component.DevourHealRate);
|
|
|
|
|
|
|
|
|
|
//Humanoid devours allow dragon to get eggs, corpses included
|
Humanoid appearance refactor (#10882)
* 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
2022-09-22 15:19:00 -07:00
|
|
|
if (!EntityManager.HasComponent<HumanoidComponent>(args.Target))
|
2022-06-16 18:35:14 +10:00
|
|
|
{
|
|
|
|
|
ichorInjection.ScaleSolution(0.5f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_bloodstreamSystem.TryAddToChemicals(uid, ichorInjection);
|
|
|
|
|
component.DragonStomach.Insert(args.Target);
|
|
|
|
|
|
|
|
|
|
if (component.SoundDevour != null)
|
2022-07-31 03:53:58 +01:00
|
|
|
_audioSystem.PlayPvs(component.SoundDevour, uid, component.SoundDevour.Params);
|
2022-06-16 18:35:14 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnDragonStructureDevourComplete(EntityUid uid, DragonComponent component, DragonStructureDevourComplete args)
|
2022-06-16 07:14:06 +03:00
|
|
|
{
|
|
|
|
|
component.CancelToken = null;
|
|
|
|
|
//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
|
|
|
|
|
EntityManager.QueueDeleteEntity(args.Target);
|
|
|
|
|
|
|
|
|
|
if (component.SoundDevour != null)
|
2022-07-31 03:53:58 +01:00
|
|
|
_audioSystem.PlayPvs(component.SoundDevour, uid, component.SoundDevour.Params);
|
2022-06-16 07:14:06 +03:00
|
|
|
}
|
|
|
|
|
|
2022-08-08 10:18:14 +10:00
|
|
|
private void Roar(DragonComponent component)
|
2022-06-16 07:14:06 +03:00
|
|
|
{
|
2022-08-08 10:18:14 +10:00
|
|
|
if (component.SoundRoar != null)
|
2022-11-22 13:49:48 +13:00
|
|
|
_audioSystem.Play(component.SoundRoar, Filter.Pvs(component.Owner, 4f, EntityManager), component.Owner, true, component.SoundRoar.Params);
|
2022-08-08 10:18:14 +10:00
|
|
|
}
|
2022-06-16 07:14:06 +03:00
|
|
|
|
2022-08-08 10:18:14 +10:00
|
|
|
private void OnStartup(EntityUid uid, DragonComponent component, ComponentStartup args)
|
|
|
|
|
{
|
2022-06-16 07:14:06 +03:00
|
|
|
//Dragon doesn't actually chew, since he sends targets right into his stomach.
|
|
|
|
|
//I did it mom, I added ERP content into upstream. Legally!
|
|
|
|
|
component.DragonStomach = _containerSystem.EnsureContainer<Container>(uid, "dragon_stomach");
|
|
|
|
|
|
|
|
|
|
if (component.DevourAction != null)
|
|
|
|
|
_actionsSystem.AddAction(uid, component.DevourAction, null);
|
|
|
|
|
|
2022-08-08 10:18:14 +10:00
|
|
|
if (component.SpawnRiftAction != null)
|
|
|
|
|
_actionsSystem.AddAction(uid, component.SpawnRiftAction, null);
|
2022-06-16 07:14:06 +03:00
|
|
|
|
2022-08-08 10:18:14 +10:00
|
|
|
Roar(component);
|
2022-06-16 07:14:06 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The devour action
|
|
|
|
|
/// </summary>
|
2022-06-17 10:30:49 +10:00
|
|
|
private void OnDevourAction(EntityUid uid, DragonComponent component, DragonDevourActionEvent args)
|
2022-06-16 07:14:06 +03:00
|
|
|
{
|
2022-06-17 10:30:49 +10:00
|
|
|
if (component.CancelToken != null ||
|
|
|
|
|
args.Handled ||
|
2022-07-31 03:53:58 +01:00
|
|
|
component.DevourWhitelist?.IsValid(args.Target, EntityManager) != true)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-16 07:14:06 +03:00
|
|
|
args.Handled = true;
|
|
|
|
|
var target = args.Target;
|
|
|
|
|
|
2022-06-16 18:35:14 +10:00
|
|
|
// Structure and mob devours handled differently.
|
2022-06-16 07:14:06 +03:00
|
|
|
if (EntityManager.TryGetComponent(target, out MobStateComponent? targetState))
|
|
|
|
|
{
|
|
|
|
|
switch (targetState.CurrentState)
|
|
|
|
|
{
|
2022-07-06 17:58:14 +10:00
|
|
|
case DamageState.Critical:
|
|
|
|
|
case DamageState.Dead:
|
2022-06-16 18:35:14 +10:00
|
|
|
component.CancelToken = new CancellationTokenSource();
|
2022-06-16 07:14:06 +03:00
|
|
|
|
2022-06-17 10:30:49 +10:00
|
|
|
_doAfterSystem.DoAfter(new DoAfterEventArgs(uid, component.DevourTime, component.CancelToken.Token, target)
|
2022-06-16 07:14:06 +03:00
|
|
|
{
|
2022-06-17 10:30:49 +10:00
|
|
|
UserFinishedEvent = new DragonDevourComplete(uid, target),
|
2022-06-16 18:35:14 +10:00
|
|
|
UserCancelledEvent = new DragonDevourCancelledEvent(),
|
|
|
|
|
BreakOnTargetMove = true,
|
|
|
|
|
BreakOnUserMove = true,
|
|
|
|
|
BreakOnStun = true,
|
|
|
|
|
});
|
|
|
|
|
break;
|
2022-06-16 07:14:06 +03:00
|
|
|
default:
|
2022-12-19 10:41:47 +13:00
|
|
|
_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-fail-target-alive"), uid, uid);
|
2022-06-16 07:14:06 +03:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2022-12-19 10:41:47 +13:00
|
|
|
_popupSystem.PopupEntity(Loc.GetString("devour-action-popup-message-structure"), uid, uid);
|
2022-06-16 07:14:06 +03:00
|
|
|
|
2022-06-17 10:30:49 +10:00
|
|
|
if (component.SoundStructureDevour != null)
|
2022-07-31 03:53:58 +01:00
|
|
|
_audioSystem.PlayPvs(component.SoundStructureDevour, uid, component.SoundStructureDevour.Params);
|
2022-06-16 07:14:06 +03:00
|
|
|
|
2022-06-17 10:30:49 +10:00
|
|
|
component.CancelToken = new CancellationTokenSource();
|
2022-06-16 07:14:06 +03:00
|
|
|
|
2022-06-17 17:02:35 +10:00
|
|
|
_doAfterSystem.DoAfter(new DoAfterEventArgs(uid, component.StructureDevourTime, component.CancelToken.Token, target)
|
2022-06-17 10:30:49 +10:00
|
|
|
{
|
|
|
|
|
UserFinishedEvent = new DragonStructureDevourComplete(uid, target),
|
|
|
|
|
UserCancelledEvent = new DragonDevourCancelledEvent(),
|
|
|
|
|
BreakOnTargetMove = true,
|
|
|
|
|
BreakOnUserMove = true,
|
|
|
|
|
BreakOnStun = true,
|
|
|
|
|
});
|
2022-06-16 07:14:06 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private sealed class DragonDevourComplete : EntityEventArgs
|
|
|
|
|
{
|
|
|
|
|
public EntityUid User { get; }
|
|
|
|
|
public EntityUid Target { get; }
|
|
|
|
|
|
|
|
|
|
public DragonDevourComplete(EntityUid user, EntityUid target)
|
2022-06-16 18:35:14 +10:00
|
|
|
{
|
|
|
|
|
User = user;
|
|
|
|
|
Target = target;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private sealed class DragonStructureDevourComplete : EntityEventArgs
|
|
|
|
|
{
|
|
|
|
|
public EntityUid User { get; }
|
|
|
|
|
public EntityUid Target { get; }
|
|
|
|
|
|
|
|
|
|
public DragonStructureDevourComplete(EntityUid user, EntityUid target)
|
2022-06-16 07:14:06 +03:00
|
|
|
{
|
|
|
|
|
User = user;
|
|
|
|
|
Target = target;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private sealed class DragonDevourCancelledEvent : EntityEventArgs {}
|
|
|
|
|
}
|
|
|
|
|
}
|