Files
OldThink/Content.Server/Devour/DevourSystem.cs
Aviu00 3bfc442f7b 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

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

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

Bloodloss-RatKing

* - fix: Fix error.

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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>
2024-06-20 19:24:36 +03:00

62 lines
2.2 KiB
C#

using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Devour;
using Content.Shared.Devour.Components;
using Content.Shared.Humanoid;
namespace Content.Server.Devour;
public sealed class DevourSystem : SharedDevourSystem
{
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<DevourerComponent, BeingGibbedEvent>(OnGibContents);
}
private void OnDoAfter(EntityUid uid, DevourerComponent component, DevourDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
var ichorInjection = new Solution(component.Chemical, component.HealRate);
if (component.FoodPreference == FoodPreference.All ||
(component.FoodPreference == FoodPreference.Humanoid && HasComp<HumanoidAppearanceComponent>(args.Args.Target)))
{
ichorInjection.ScaleSolution(0.5f);
if (component.ShouldStoreDevoured && args.Args.Target is not null)
{
ContainerSystem.Insert(args.Args.Target.Value, component.Stomach);
}
_bloodstreamSystem.TryAddToChemicals(uid, ichorInjection);
}
//TODO: Figure out a better way of removing structures via devour that still entails standing still and waiting for a DoAfter. Somehow.
//If it's not human, it must be a structure
else if (args.Args.Target != null)
{
QueueDel(args.Args.Target.Value);
}
_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);
}
}