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Yet another shitmed update (DeltaV-Station#1104)
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18 changes: 18 additions & 0 deletions
18
Content.Shared/_Shitmed/Abilities/Goliath/GoliathTentacleComponent.cs
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using Robust.Shared.GameStates; | ||
using Robust.Shared.Prototypes; | ||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; | ||
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namespace Content.Shared._Shitmed.GoliathTentacle; | ||
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/// <summary> | ||
/// Component that grants the entity the ability to use goliath tentacles. | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState] | ||
public sealed partial class GoliathTentacleComponent : Component | ||
{ | ||
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))] | ||
public string? Action = "ActionGoliathTentacleCrew"; | ||
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[DataField, AutoNetworkedField] | ||
public EntityUid? ActionEntity; | ||
} |
23 changes: 23 additions & 0 deletions
23
Content.Shared/_Shitmed/Abilities/Goliath/GoliathTentacleSystem.cs
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using Content.Shared.Actions; | ||
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namespace Content.Shared._Shitmed.GoliathTentacle; | ||
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internal sealed class GoliathTentacleSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!; | ||
public override void Initialize() | ||
{ | ||
SubscribeLocalEvent<GoliathTentacleComponent, ComponentStartup>(OnStartup); | ||
SubscribeLocalEvent<GoliathTentacleComponent, ComponentShutdown>(OnShutdown); | ||
} | ||
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private void OnStartup(EntityUid uid, GoliathTentacleComponent component, ComponentStartup args) | ||
{ | ||
_actionsSystem.AddAction(uid, ref component.ActionEntity, component.Action); | ||
} | ||
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private void OnShutdown(EntityUid uid, GoliathTentacleComponent component, ComponentShutdown args) | ||
{ | ||
_actionsSystem.RemoveAction(uid, component.ActionEntity); | ||
} | ||
} |
24 changes: 24 additions & 0 deletions
24
Content.Shared/_Shitmed/Surgery/Conditions/SurgeryBodyComponentConditionComponent.cs
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using Content.Shared.Body.Part; | ||
using Robust.Shared.GameStates; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Shared._Shitmed.Medical.Surgery.Conditions; | ||
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// <summary> | ||
// What components are necessary in the body for the surgery to be valid. | ||
// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class SurgeryBodyComponentConditionComponent : Component | ||
{ | ||
// <summary> | ||
// The components to check for. | ||
// </summary> | ||
[DataField(required: true)] | ||
public ComponentRegistry Components; | ||
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// <summary> | ||
// If true, the lack of these components will instead make the surgery valid. | ||
// </summary> | ||
[DataField] | ||
public bool Inverse = false; | ||
} |
17 changes: 0 additions & 17 deletions
17
Content.Shared/_Shitmed/Surgery/Conditions/SurgeryComponentConditionComponent.cs
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26 changes: 26 additions & 0 deletions
26
Content.Shared/_Shitmed/Surgery/Conditions/SurgeryOrganOnAddConditionComponent.cs
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using Content.Shared.Body.Part; | ||
using Robust.Shared.GameStates; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Shared._Shitmed.Medical.Surgery.Conditions; | ||
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// <summary> | ||
// What components are necessary in the part's organs' OnAdd fields for the surgery to be valid. | ||
// | ||
// Not all components need to be present (or missing for Inverse = true). At least one component matching (or missing) can make the surgery valid. | ||
// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class SurgeryOrganOnAddConditionComponent : Component | ||
{ | ||
// <summary> | ||
// The components to check for on each organ, with the key being the organ's SlotId. | ||
// </summary> | ||
[DataField(required: true)] | ||
public Dictionary<string, ComponentRegistry> Components; | ||
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// <summary> | ||
// If true, the lack of these components will instead make the surgery valid. | ||
// </summary> | ||
[DataField] | ||
public bool Inverse = false; | ||
} |
24 changes: 24 additions & 0 deletions
24
Content.Shared/_Shitmed/Surgery/Conditions/SurgeryPartComponentConditionComponent.cs
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using Content.Shared.Body.Part; | ||
using Robust.Shared.GameStates; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Shared._Shitmed.Medical.Surgery.Conditions; | ||
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// <summary> | ||
// What components are necessary in the targeted body part for the surgery to be valid. | ||
// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class SurgeryPartComponentConditionComponent : Component | ||
{ | ||
// <summary> | ||
// The components to check for. | ||
// </summary> | ||
[DataField(required: true)] | ||
public ComponentRegistry Components; | ||
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// <summary> | ||
// If true, the lack of these components will instead make the surgery valid. | ||
// </summary> | ||
[DataField] | ||
public bool Inverse = false; | ||
} |
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