Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
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using System.Collections.Generic;
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using System.Globalization;
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using Content.Shared.Body.Scanner;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using static Robust.Client.UserInterface.Controls.ItemList;
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namespace Content.Client.GameObjects.Components.Body.Scanner
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{
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public sealed class BodyScannerDisplay : SS14Window
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{
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private BodyScannerTemplateData _template;
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private Dictionary<string, BodyScannerBodyPartData> _parts;
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private List<string> _slots;
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private BodyScannerBodyPartData _currentBodyPart;
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public BodyScannerDisplay(BodyScannerBoundUserInterface owner)
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{
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IoCManager.InjectDependencies(this);
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Owner = owner;
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Title = Loc.GetString("Body Scanner");
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var hSplit = new HBoxContainer
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{
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Children =
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{
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// Left half
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new ScrollContainer
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{
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SizeFlagsHorizontal = SizeFlags.FillExpand,
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Children =
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{
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(BodyPartList = new ItemList())
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}
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},
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// Right half
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new VBoxContainer
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{
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SizeFlagsHorizontal = SizeFlags.FillExpand,
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Children =
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{
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// Top half of the right half
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new VBoxContainer
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{
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SizeFlagsVertical = SizeFlags.FillExpand,
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Children =
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{
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(BodyPartLabel = new Label()),
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new HBoxContainer
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{
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Children =
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{
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new Label
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{
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Text = "Health: "
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},
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(BodyPartHealth = new Label())
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}
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},
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new ScrollContainer
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{
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SizeFlagsVertical = SizeFlags.FillExpand,
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Children =
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{
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(MechanismList = new ItemList())
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}
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}
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}
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},
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// Bottom half of the right half
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(MechanismInfoLabel = new RichTextLabel
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{
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SizeFlagsVertical = SizeFlags.FillExpand
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})
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}
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}
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}
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};
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Contents.AddChild(hSplit);
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BodyPartList.OnItemSelected += BodyPartOnItemSelected;
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MechanismList.OnItemSelected += MechanismOnItemSelected;
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}
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public BodyScannerBoundUserInterface Owner { get; }
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protected override Vector2? CustomSize => (800, 600);
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private ItemList BodyPartList { get; }
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private Label BodyPartLabel { get; }
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private Label BodyPartHealth { get; }
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private ItemList MechanismList { get; }
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private RichTextLabel MechanismInfoLabel { get; }
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public void UpdateDisplay(BodyScannerTemplateData template, Dictionary<string, BodyScannerBodyPartData> parts)
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{
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_template = template;
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_parts = parts;
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_slots = new List<string>();
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BodyPartList.Clear();
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foreach (var slotName in _parts.Keys)
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{
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// We have to do this since ItemLists only return the index of what item is
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// selected and dictionaries don't allow you to explicitly grab things by index.
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// So we put the contents of the dictionary into a list so
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// that we can grab the list by index. I don't know either.
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_slots.Add(slotName);
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BodyPartList.AddItem(Loc.GetString(slotName));
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}
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}
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public void BodyPartOnItemSelected(ItemListSelectedEventArgs args)
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{
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if (_parts.TryGetValue(_slots[args.ItemIndex], out _currentBodyPart)) {
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UpdateBodyPartBox(_currentBodyPart, _slots[args.ItemIndex]);
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}
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}
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private void UpdateBodyPartBox(BodyScannerBodyPartData part, string slotName)
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{
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BodyPartLabel.Text = $"{Loc.GetString(slotName)}: {Loc.GetString(part.Name)}";
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BodyPartHealth.Text = $"{part.CurrentDurability}/{part.MaxDurability}";
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MechanismList.Clear();
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foreach (var mechanism in part.Mechanisms) {
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MechanismList.AddItem(mechanism.Name);
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}
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}
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public void MechanismOnItemSelected(ItemListSelectedEventArgs args)
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{
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UpdateMechanismBox(_currentBodyPart.Mechanisms[args.ItemIndex]);
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}
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private void UpdateMechanismBox(BodyScannerMechanismData mechanism)
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{
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// TODO: Improve UI
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if (mechanism == null)
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{
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MechanismInfoLabel.SetMessage("");
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return;
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}
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var message =
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Loc.GetString(
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$"{mechanism.Name}\nHealth: {mechanism.CurrentDurability}/{mechanism.MaxDurability}\n{mechanism.Description}");
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MechanismInfoLabel.SetMessage(message);
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}
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}
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}
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