* Changeling WIP * UI * Pointers fix * Moved out abilities * Regenerate ability * Fixed Regenerate ability Prevent ghosting while regenerating * Cleanup * Base lesser form * Finished Lesser Form && Transform * Transform Sting * Blind Sting * Mute Sting Added OnExamine on absorbed human * Hallucination Sting Changeling Absorb and transfer absorbed entities to absorber * Cryogenic Sting * Adrenaline Sacs * Transform now uses Polymorph * Armblade, Shield, Armor * Tentacle Arm ability Tentacle Gun system * WIP with bugs * WiP bugs * fix implant transfer * Fixed bugs with shop transfer and actions transfer * Just in case * Vi sitter i ventrilo och spelar DotA * Fixes and proper LesserForm tracking * !!!!! * Fixed empty buttons * WIP Gamerule Ready - shop * nerf stun time cause its sucks * cleaning * just in case * Absorb DNA Objective. * Partial objectives with bugs * fix * fix pointer * Changeling objectives * Changeling objectives №2 * Admin verb, game rule * Fixed empty list check Icons for objectives * Changeling chat, changeling names etc. * fix some merge errors * - fix: Fixed all bugs with changeling --------- Co-authored-by: Y-Parvus <yevhen.parvus@gmail.com> Co-authored-by: Y-Parvus <61109031+Y-Parvus@users.noreply.github.com> Co-authored-by: HitPanda <104197232+EnefFlow@users.noreply.github.com> Co-authored-by: EnefFlow <regeto90@mail.ru>
82 lines
2.4 KiB
C#
82 lines
2.4 KiB
C#
using Content.Server.Store.Components;
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using Content.Server.Store.Systems;
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using Content.Shared.Actions;
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using Content.Shared.Changeling;
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using Content.Shared.Examine;
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using Content.Shared.Implants;
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using Content.Shared.Implants.Components;
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namespace Content.Server.Changeling;
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public sealed partial class ChangelingSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _action = default!;
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[Dependency] private readonly ChemicalsSystem _chemicalsSystem = default!;
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[Dependency] private readonly SharedSubdermalImplantSystem _implantSystem = default!;
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[Dependency] private readonly StoreSystem _storeSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChangelingComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<AbsorbedComponent, ExaminedEvent>(OnExamine);
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InitializeAbilities();
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InitializeShop();
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}
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#region Handlers
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private void OnInit(EntityUid uid, ChangelingComponent component, ComponentInit args)
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{
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SetupShop(uid, component);
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SetupInitActions(uid, component);
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CopyHumanoidData(uid, uid, component);
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_chemicalsSystem.UpdateAlert(uid, component);
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component.IsInited = true;
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}
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private void OnExamine(EntityUid uid, AbsorbedComponent component, ExaminedEvent args)
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{
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args.PushMarkup("[color=#A30000]His juices sucked up![/color]");
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}
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#endregion
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#region Helpers
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private void SetupShop(EntityUid uid, ChangelingComponent component)
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{
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if (component.IsInited)
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return;
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var coords = Transform(uid).Coordinates;
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var implant = Spawn("ChangelingShopImplant", coords);
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if(!TryComp<SubdermalImplantComponent>(implant, out var implantComp))
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return;
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_implantSystem.ForceImplant(uid, implant, implantComp);
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if (!TryComp<StoreComponent>(implant, out var implantStore))
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return;
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implantStore.Balance.Add("ChangelingPoint", component.StartingPointsBalance);
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}
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private void SetupInitActions(EntityUid uid, ChangelingComponent component)
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{
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if (component.IsInited)
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return;
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_action.AddAction(uid, ChangelingAbsorb);
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_action.AddAction(uid, ChangelingTransform);
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_action.AddAction(uid, ChangelingRegenerate);
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}
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#endregion
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}
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