* 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>
62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Devour;
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using Content.Shared.Devour.Components;
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using Content.Shared.Humanoid;
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namespace Content.Server.Devour;
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public sealed class DevourSystem : SharedDevourSystem
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{
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<DevourerComponent, BeingGibbedEvent>(OnGibContents);
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}
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private void OnDoAfter(EntityUid uid, DevourerComponent component, DevourDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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var ichorInjection = new Solution(component.Chemical, component.HealRate);
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if (component.FoodPreference == FoodPreference.All ||
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(component.FoodPreference == FoodPreference.Humanoid && HasComp<HumanoidAppearanceComponent>(args.Args.Target)))
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{
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ichorInjection.ScaleSolution(0.5f);
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if (component.ShouldStoreDevoured && args.Args.Target is not null)
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{
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ContainerSystem.Insert(args.Args.Target.Value, component.Stomach);
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}
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_bloodstreamSystem.TryAddToChemicals(uid, ichorInjection);
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}
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//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
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//If it's not human, it must be a structure
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else if (args.Args.Target != null)
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{
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QueueDel(args.Args.Target.Value);
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}
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_audioSystem.PlayPvs(component.SoundDevour, uid);
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}
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private void OnGibContents(EntityUid uid, DevourerComponent component, ref BeingGibbedEvent args)
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{
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if (!component.ShouldStoreDevoured)
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return;
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// For some reason we have two different systems that should handle gibbing,
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// and for some another reason GibbingSystem, which should empty all containers, doesn't get involved in this process
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ContainerSystem.EmptyContainer(component.Stomach);
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}
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}
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