Cherrypicks 2 (#371)

* Handheld teleporter portals now must start on the same grid. (#28423)

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>

* hand teleport portals now may start in the same grid. (#28556)

* Implement vital chef's hat functionality (#25950)

* Implement crucial chef's hat functionality

* Unified stopping code and added events.

* Added documentation to events

* Rerun tests

* Made review changes, and fixed potential desync bug.

* Update whitelist

* Make Hamlet a valid chef's hat pilot (#29191)

* Dropping Corpses Devoured by Space Dragons on Gib/Butcher. (#28709)

* Update DevourSystem.cs

* Update DevourSystem.cs

* Update Content.Server/Devour/DevourSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Treatment of blood loss in the Rat King (#26887)

Bloodloss-RatKing

* - fix: Fix error.

---------

Co-authored-by: Moony <moony@hellomouse.net>
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: IlyaElDunaev <154531074+IlyaElDunaev@users.noreply.github.com>
This commit is contained in:
Aviu00
2024-06-20 16:24:36 +00:00
committed by GitHub
parent 6a7ad10d72
commit 3bfc442f7b
13 changed files with 309 additions and 17 deletions

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@@ -0,0 +1,19 @@
using Content.Shared.Clothing.Components;
using Robust.Client.Physics;
namespace Content.Client.Clothing.Systems;
public sealed partial class PilotedByClothingSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PilotedByClothingComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
}
private void OnUpdatePredicted(Entity<PilotedByClothingComponent> entity, ref UpdateIsPredictedEvent args)
{
args.BlockPrediction = true;
}
}

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@@ -1,3 +1,4 @@
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Devour;
@@ -15,6 +16,7 @@ public sealed class DevourSystem : SharedDevourSystem
base.Initialize();
SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<DevourerComponent, BeingGibbedEvent>(OnGibContents);
}
private void OnDoAfter(EntityUid uid, DevourerComponent component, DevourDoAfterEvent args)
@@ -45,5 +47,15 @@ public sealed class DevourSystem : SharedDevourSystem
_audioSystem.PlayPvs(component.SoundDevour, uid);
}
private void OnGibContents(EntityUid uid, DevourerComponent component, ref BeingGibbedEvent args)
{
if (!component.ShouldStoreDevoured)
return;
// For some reason we have two different systems that should handle gibbing,
// and for some another reason GibbingSystem, which should empty all containers, doesn't get involved in this process
ContainerSystem.EmptyContainer(component.Stomach);
}
}

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@@ -1,7 +1,9 @@
using Content.Server.Administration.Logs;
using Content.Server.Popups;
using Content.Shared.DoAfter;
using Content.Shared.Database;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Teleportation.Components;
using Content.Shared.Teleportation.Systems;
using Robust.Server.Audio;
@@ -18,6 +20,7 @@ public sealed class HandTeleporterSystem : EntitySystem
[Dependency] private readonly LinkedEntitySystem _link = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doafter = default!;
[Dependency] private readonly PopupSystem _popup = default!;
/// <inheritdoc/>
public override void Initialize()
@@ -92,6 +95,16 @@ public sealed class HandTeleporterSystem : EntitySystem
}
else if (Deleted(component.SecondPortal))
{
if (xform.ParentUid != xform.GridUid) // Still, don't portal.
return;
if (!component.AllowPortalsOnDifferentGrids && xform.ParentUid != Transform(component.FirstPortal!.Value).ParentUid)
{
// Whoops. Fizzle time. Crime time too because yippee I'm not refactoring this logic right now (I started to, I'm not going to.)
FizzlePortals(uid, component, user, true);
return;
}
var timeout = EnsureComp<PortalTimeoutComponent>(user);
timeout.EnteredPortal = null;
component.SecondPortal = Spawn(component.SecondPortalPrototype, Transform(user).Coordinates);
@@ -101,22 +114,32 @@ public sealed class HandTeleporterSystem : EntitySystem
}
else
{
// Logging
var portalStrings = "";
portalStrings += ToPrettyString(component.FirstPortal!.Value);
if (portalStrings != "")
portalStrings += " and ";
portalStrings += ToPrettyString(component.SecondPortal!.Value);
if (portalStrings != "")
_adminLogger.Add(LogType.EntityDelete, LogImpact.Low, $"{ToPrettyString(user):player} closed {portalStrings} with {ToPrettyString(uid)}");
// Clear both portals
QueueDel(component.FirstPortal!.Value);
QueueDel(component.SecondPortal!.Value);
component.FirstPortal = null;
component.SecondPortal = null;
_audio.PlayPvs(component.ClearPortalsSound, uid);
FizzlePortals(uid, component, user, false);
}
}
private void FizzlePortals(EntityUid uid, HandTeleporterComponent component, EntityUid user, bool instability)
{
// Logging
var portalStrings = "";
portalStrings += ToPrettyString(component.FirstPortal);
if (portalStrings != "")
portalStrings += " and ";
portalStrings += ToPrettyString(component.SecondPortal);
if (portalStrings != "")
_adminLogger.Add(LogType.EntityDelete, LogImpact.Low, $"{ToPrettyString(user):player} closed {portalStrings} with {ToPrettyString(uid)}");
// Clear both portals
if (!Deleted(component.FirstPortal))
QueueDel(component.FirstPortal.Value);
if (!Deleted(component.SecondPortal))
QueueDel(component.SecondPortal.Value);
component.FirstPortal = null;
component.SecondPortal = null;
_audio.PlayPvs(component.ClearPortalsSound, uid);
if (instability)
_popup.PopupEntity(Loc.GetString("handheld-teleporter-instability-fizzle"), uid, user, PopupType.MediumCaution);
}
}

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@@ -0,0 +1,12 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Clothing.Components;
/// <summary>
/// Disables client-side physics prediction for this entity.
/// Without this, movement with <see cref="PilotedClothingSystem"/> is very rubberbandy.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class PilotedByClothingComponent : Component
{
}

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@@ -0,0 +1,38 @@
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Clothing.Components;
/// <summary>
/// Allows an entity stored in this clothing item to pass inputs to the entity wearing it.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PilotedClothingComponent : Component
{
/// <summary>
/// Whitelist for entities that are allowed to act as pilots when inside this entity.
/// </summary>
[DataField]
public EntityWhitelist? PilotWhitelist;
/// <summary>
/// Should movement input be relayed from the pilot to the target?
/// </summary>
[DataField]
public bool RelayMovement = true;
/// <summary>
/// Reference to the entity contained in the clothing and acting as pilot.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Pilot;
/// <summary>
/// Reference to the entity wearing this clothing who will be controlled by the pilot.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Wearer;
public bool IsActive => Pilot != null && Wearer != null;
}

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@@ -0,0 +1,168 @@
using Content.Shared.Clothing.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Storage;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
namespace Content.Shared.Clothing.EntitySystems;
public sealed partial class PilotedClothingSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedMoverController _moverController = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PilotedClothingComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<PilotedClothingComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
SubscribeLocalEvent<PilotedClothingComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<PilotedClothingComponent, GotUnequippedEvent>(OnUnequipped);
}
private void OnEntInserted(Entity<PilotedClothingComponent> entity, ref EntInsertedIntoContainerMessage args)
{
// Make sure the entity was actually inserted into storage and not a different container.
if (!TryComp(entity, out StorageComponent? storage) || args.Container != storage.Container)
return;
// Check potential pilot against whitelist, if one exists.
if (entity.Comp.PilotWhitelist?.IsValid(args.Entity, EntityManager) is false)
return;
entity.Comp.Pilot = args.Entity;
Dirty(entity);
// Attempt to setup control link, if Pilot and Wearer are both present.
StartPiloting(entity);
}
private void OnEntRemoved(Entity<PilotedClothingComponent> entity, ref EntRemovedFromContainerMessage args)
{
// Make sure the removed entity is actually the pilot.
if (args.Entity != entity.Comp.Pilot)
return;
StopPiloting(entity);
entity.Comp.Pilot = null;
Dirty(entity);
}
private void OnEquipped(Entity<PilotedClothingComponent> entity, ref GotEquippedEvent args)
{
if (!TryComp(entity, out ClothingComponent? clothing))
return;
// Make sure the clothing item was equipped to the right slot, and not just held in a hand.
var isCorrectSlot = (clothing.Slots & args.SlotFlags) != Inventory.SlotFlags.NONE;
if (!isCorrectSlot)
return;
entity.Comp.Wearer = args.Equipee;
Dirty(entity);
// Attempt to setup control link, if Pilot and Wearer are both present.
StartPiloting(entity);
}
private void OnUnequipped(Entity<PilotedClothingComponent> entity, ref GotUnequippedEvent args)
{
StopPiloting(entity);
entity.Comp.Wearer = null;
Dirty(entity);
}
/// <summary>
/// Attempts to establish movement/interaction relay connection(s) from Pilot to Wearer.
/// If either is missing, fails and returns false.
/// </summary>
private bool StartPiloting(Entity<PilotedClothingComponent> entity)
{
// Make sure we have both a Pilot and a Wearer
if (entity.Comp.Pilot == null || entity.Comp.Wearer == null)
return false;
if (!_timing.IsFirstTimePredicted)
return false;
var pilotEnt = entity.Comp.Pilot.Value;
var wearerEnt = entity.Comp.Wearer.Value;
// Add component to block prediction of wearer
EnsureComp<PilotedByClothingComponent>(wearerEnt);
if (entity.Comp.RelayMovement)
{
// Establish movement input relay.
_moverController.SetRelay(pilotEnt, wearerEnt);
}
var pilotEv = new StartedPilotingClothingEvent(entity, wearerEnt);
RaiseLocalEvent(pilotEnt, ref pilotEv);
var wearerEv = new StartingBeingPilotedByClothing(entity, pilotEnt);
RaiseLocalEvent(wearerEnt, ref wearerEv);
return true;
}
/// <summary>
/// Removes components from the Pilot and Wearer to stop the control relay.
/// Returns false if a connection does not already exist.
/// </summary>
private bool StopPiloting(Entity<PilotedClothingComponent> entity)
{
if (entity.Comp.Pilot == null || entity.Comp.Wearer == null)
return false;
// Clean up components on the Pilot
var pilotEnt = entity.Comp.Pilot.Value;
RemCompDeferred<RelayInputMoverComponent>(pilotEnt);
// Clean up components on the Wearer
var wearerEnt = entity.Comp.Wearer.Value;
RemCompDeferred<MovementRelayTargetComponent>(wearerEnt);
RemCompDeferred<PilotedByClothingComponent>(wearerEnt);
// Raise an event on the Pilot
var pilotEv = new StoppedPilotingClothingEvent(entity, wearerEnt);
RaiseLocalEvent(pilotEnt, ref pilotEv);
// Raise an event on the Wearer
var wearerEv = new StoppedBeingPilotedByClothing(entity, pilotEnt);
RaiseLocalEvent(wearerEnt, ref wearerEv);
return true;
}
}
/// <summary>
/// Raised on the Pilot when they gain control of the Wearer.
/// </summary>
[ByRefEvent]
public record struct StartedPilotingClothingEvent(EntityUid Clothing, EntityUid Wearer);
/// <summary>
/// Raised on the Pilot when they lose control of the Wearer,
/// due to the Pilot exiting the clothing or the clothing being unequipped by the Wearer.
/// </summary>
[ByRefEvent]
public record struct StoppedPilotingClothingEvent(EntityUid Clothing, EntityUid Wearer);
/// <summary>
/// Raised on the Wearer when the Pilot gains control of them.
/// </summary>
[ByRefEvent]
public record struct StartingBeingPilotedByClothing(EntityUid Clothing, EntityUid Pilot);
/// <summary>
/// Raised on the Wearer when the Pilot loses control of them
/// due to the Pilot exiting the clothing or the clothing being unequipped by the Wearer.
/// </summary>
[ByRefEvent]
public record struct StoppedBeingPilotedByClothing(EntityUid Clothing, EntityUid Pilot);

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@@ -1,4 +1,4 @@
using Content.Shared.DoAfter;
using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
@@ -20,6 +20,12 @@ public sealed partial class HandTeleporterComponent : Component
[ViewVariables, DataField("secondPortal")]
public EntityUid? SecondPortal = null;
/// <summary>
/// Portals can't be placed on different grids?
/// </summary>
[DataField]
public bool AllowPortalsOnDifferentGrids;
[DataField("firstPortalPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string FirstPortalPrototype = "PortalRed";

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@@ -0,0 +1 @@
handheld-teleporter-instability-fizzle = The portal fizzles as you try to place it, destroying both ends!

View File

@@ -250,6 +250,10 @@
- type: ContainerContainer
containers:
storagebase: !type:Container
- type: PilotedClothing
pilotWhitelist:
tags:
- ChefPilot
- type: Tag
tags:
- ClothMade

View File

@@ -1584,6 +1584,7 @@
tags:
- Trash
- VimPilot
- ChefPilot
- Mouse
- Meat
- type: Respirator
@@ -3065,6 +3066,7 @@
- type: Tag
tags:
- VimPilot
- ChefPilot
- Trash
- Hamster
- Meat

View File

@@ -594,6 +594,7 @@
- CannotSuicide
- Hamster
- VimPilot
- ChefPilot
- type: entity
name: Shiva

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@@ -247,6 +247,8 @@
groups:
Brute: -5
Burn: -5
types:
Bloodloss: -5
- type: reagent

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@@ -361,6 +361,10 @@
- type: Tag
id: Chicken
# Allowed to control someone wearing a Chef's hat if inside their hat.
- type: Tag
id: ChefPilot
- type: Tag
id: ChemDispensable # container that can go into the chem dispenser