Diona Nymphs & Splitting (#24630)

* Porting & implementation

* Fix two stupid errors

* Human not humans

* fix audio path

* Fix test fails & update cooldown

* Work on reviews & test fail

* Rework nymph organ system.

* Make the nymph organs nospawn.

* IsDeadIC
This commit is contained in:
LankLTE
2024-02-16 18:54:44 -08:00
committed by GitHub
parent 699ee6e0c8
commit 407d4aed58
27 changed files with 743 additions and 17 deletions

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using Content.Shared.Species.Components;
using Content.Shared.Actions;
using Content.Shared.Body.Systems;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Popups;
using Robust.Shared.Prototypes;
namespace Content.Shared.Species;
public sealed partial class GibActionSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedBodySystem _bodySystem = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GibActionComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<GibActionComponent, GibActionEvent>(OnGibAction);
}
private void OnMobStateChanged(EntityUid uid, GibActionComponent comp, MobStateChangedEvent args)
{
// When the mob changes state, check if they're dead and give them the action if so.
if (!TryComp<MobStateComponent>(uid, out var mobState))
return;
if (!_protoManager.TryIndex<EntityPrototype>(comp.ActionPrototype, out var actionProto))
return;
foreach (var allowedState in comp.AllowedStates)
{
if(allowedState == mobState.CurrentState)
{
// The mob should never have more than 1 state so I don't see this being an issue
_actionsSystem.AddAction(uid, ref comp.ActionEntity, comp.ActionPrototype);
return;
}
}
// If they aren't given the action, remove it.
_actionsSystem.RemoveAction(uid, comp.ActionEntity);
}
private void OnGibAction(EntityUid uid, GibActionComponent comp, GibActionEvent args)
{
// When they use the action, gib them.
_popupSystem.PopupClient(Loc.GetString(comp.PopupText, ("name", uid)), uid, uid);
_bodySystem.GibBody(uid, true);
}
public sealed partial class GibActionEvent : InstantActionEvent { }
}

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using Content.Shared.Species.Components;
using Content.Shared.Body.Events;
using Content.Shared.Mind;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Species;
public sealed partial class NymphSystem : EntitySystem
{
[Dependency] protected readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NymphComponent, RemovedFromPartInBodyEvent>(OnRemovedFromPart);
}
private void OnRemovedFromPart(EntityUid uid, NymphComponent comp, RemovedFromPartInBodyEvent args)
{
if (!_timing.IsFirstTimePredicted)
return;
if (TerminatingOrDeleted(uid) || TerminatingOrDeleted(args.OldBody))
return;
if (!_protoManager.TryIndex<EntityPrototype>(comp.EntityPrototype, out var entityProto))
return;
var coords = Transform(uid).Coordinates;
var nymph = EntityManager.SpawnEntity(entityProto.ID, coords);
if (comp.TransferMind == true && _mindSystem.TryGetMind(args.OldBody, out var mindId, out var mind))
_mindSystem.TransferTo(mindId, nymph, mind: mind);
EntityManager.QueueDeleteEntity(uid);
}
}

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using Content.Shared.Species.Components;
using Content.Shared.Actions;
using Content.Shared.DoAfter;
using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Content.Shared.Mind;
using Content.Shared.Humanoid;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager;
namespace Content.Shared.Species;
public sealed partial class ReformSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly ISerializationManager _serializationManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ReformComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ReformComponent, ComponentShutdown>(OnCompRemove);
SubscribeLocalEvent<ReformComponent, ReformEvent>(OnReform);
SubscribeLocalEvent<ReformComponent, ReformDoAfterEvent>(OnDoAfter);
}
private void OnMapInit(EntityUid uid, ReformComponent comp, MapInitEvent args)
{
// When the map is initialized, give them the action
if (comp.ActionPrototype != default && !_protoManager.TryIndex<EntityPrototype>(comp.ActionPrototype, out var actionProto))
return;
_actionsSystem.AddAction(uid, ref comp.ActionEntity, out var reformAction, comp.ActionPrototype);
// See if the action should start with a delay, and give it that starting delay if so.
if (comp.StartDelayed && reformAction != null && reformAction.UseDelay != null)
{
var start = _gameTiming.CurTime;
var end = _gameTiming.CurTime + reformAction.UseDelay.Value;
_actionsSystem.SetCooldown(comp.ActionEntity!.Value, start, end);
}
}
private void OnCompRemove(EntityUid uid, ReformComponent comp, ComponentShutdown args)
{
_actionsSystem.RemoveAction(uid, comp.ActionEntity);
}
private void OnReform(EntityUid uid, ReformComponent comp, ReformEvent args)
{
// Stun them when they use the action for the amount of reform time.
if (comp.ShouldStun)
_stunSystem.TryStun(uid, TimeSpan.FromSeconds(comp.ReformTime), true);
_popupSystem.PopupClient(Loc.GetString(comp.PopupText, ("name", uid)), uid, uid);
// Create a doafter & start it
var doAfter = new DoAfterArgs(EntityManager, uid, comp.ReformTime, new ReformDoAfterEvent(), uid)
{
BreakOnUserMove = true,
BlockDuplicate = true,
BreakOnDamage = true,
CancelDuplicate = true,
RequireCanInteract = false,
};
_doAfterSystem.TryStartDoAfter(doAfter);
args.Handled = true;
}
private void OnDoAfter(EntityUid uid, ReformComponent comp, ReformDoAfterEvent args)
{
if (args.Cancelled || args.Handled || comp.Deleted)
return;
if (_netMan.IsClient)
return;
// Spawn a new entity
// This is, to an extent, taken from polymorph. I don't use polymorph for various reasons- most notably that this is permanent.
var child = Spawn(comp.ReformPrototype, Transform(uid).Coordinates);
// This transfers the mind to the new entity
if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
_mindSystem.TransferTo(mindId, child, mind: mind);
// Delete the old entity
QueueDel(uid);
}
public sealed partial class ReformEvent : InstantActionEvent { }
[Serializable, NetSerializable]
public sealed partial class ReformDoAfterEvent : SimpleDoAfterEvent { }
}