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>
This commit is contained in:
DrSmugleaf
2020-08-17 01:42:42 +02:00
committed by GitHub
parent c17dd97383
commit b051261485
276 changed files with 7853 additions and 4737 deletions

View File

@@ -0,0 +1,249 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.Body.Mechanisms.Behaviors;
using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Metabolism;
using Content.Shared.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Server.Body.Mechanisms
{
/// <summary>
/// Data class representing a persistent item inside a <see cref="BodyPart"/>.
/// This includes livers, eyes, cameras, brains, explosive implants,
/// binary communicators, and other things.
/// </summary>
public class Mechanism
{
private BodyPart? _part;
public Mechanism(MechanismPrototype data)
{
Data = data;
Id = null!;
Name = null!;
Description = null!;
ExamineMessage = null!;
RSIPath = null!;
RSIState = null!;
Behaviors = new List<MechanismBehavior>();
}
[ViewVariables] private bool Initialized { get; set; }
[ViewVariables] private MechanismPrototype Data { get; set; }
[ViewVariables] public string Id { get; private set; }
[ViewVariables] public string Name { get; set; }
/// <summary>
/// Professional description of the <see cref="Mechanism"/>.
/// </summary>
[ViewVariables]
public string Description { get; set; }
/// <summary>
/// The message to display upon examining a mob with this Mechanism installed.
/// If the string is empty (""), no message will be displayed.
/// </summary>
[ViewVariables]
public string ExamineMessage { get; set; }
/// <summary>
/// Path to the RSI that represents this <see cref="Mechanism"/>.
/// </summary>
[ViewVariables]
public string RSIPath { get; set; }
/// <summary>
/// RSI state that represents this <see cref="Mechanism"/>.
/// </summary>
[ViewVariables]
public string RSIState { get; set; }
/// <summary>
/// Max HP of this <see cref="Mechanism"/>.
/// </summary>
[ViewVariables]
public int MaxDurability { get; set; }
/// <summary>
/// Current HP of this <see cref="Mechanism"/>.
/// </summary>
[ViewVariables]
public int CurrentDurability { get; set; }
/// <summary>
/// At what HP this <see cref="Mechanism"/> is completely destroyed.
/// </summary>
[ViewVariables]
public int DestroyThreshold { get; set; }
/// <summary>
/// Armor of this <see cref="Mechanism"/> against attacks.
/// </summary>
[ViewVariables]
public int Resistance { get; set; }
/// <summary>
/// Determines a handful of things - mostly whether this
/// <see cref="Mechanism"/> can fit into a <see cref="BodyPart"/>.
/// </summary>
[ViewVariables]
public int Size { get; set; }
/// <summary>
/// What kind of <see cref="BodyPart"/> this <see cref="Mechanism"/> can be
/// easily installed into.
/// </summary>
[ViewVariables]
public BodyPartCompatibility Compatibility { get; set; }
/// <summary>
/// The behaviors that this <see cref="Mechanism"/> performs.
/// </summary>
[ViewVariables]
private List<MechanismBehavior> Behaviors { get; }
public BodyManagerComponent? Body => Part?.Body;
public BodyPart? Part
{
get => _part;
set
{
var old = _part;
_part = value;
if (value == null && old != null)
{
foreach (var behavior in Behaviors)
{
behavior.RemovedFromPart(old);
}
}
else
{
foreach (var behavior in Behaviors)
{
behavior.InstalledIntoPart();
}
}
}
}
public void EnsureInitialize()
{
if (Initialized)
{
return;
}
LoadFromPrototype(Data);
Initialized = true;
}
/// <summary>
/// Loads the given <see cref="MechanismPrototype"/>.
/// Current data on this <see cref="Mechanism"/> will be overwritten!
/// </summary>
private void LoadFromPrototype(MechanismPrototype data)
{
Data = data;
Id = data.ID;
Name = data.Name;
Description = data.Description;
ExamineMessage = data.ExamineMessage;
RSIPath = data.RSIPath;
RSIState = data.RSIState;
MaxDurability = data.Durability;
CurrentDurability = MaxDurability;
DestroyThreshold = data.DestroyThreshold;
Resistance = data.Resistance;
Size = data.Size;
Compatibility = data.Compatibility;
foreach (var behavior in Behaviors.ToArray())
{
RemoveBehavior(behavior);
}
foreach (var mechanismBehaviorName in data.BehaviorClasses)
{
var mechanismBehaviorType = Type.GetType(mechanismBehaviorName);
if (mechanismBehaviorType == null)
{
throw new InvalidOperationException(
$"No {nameof(MechanismBehavior)} found with name {mechanismBehaviorName}");
}
if (!mechanismBehaviorType.IsSubclassOf(typeof(MechanismBehavior)))
{
throw new InvalidOperationException(
$"Class {mechanismBehaviorName} is not a subtype of {nameof(MechanismBehavior)} for mechanism prototype {data.ID}");
}
var newBehavior = IoCManager.Resolve<IDynamicTypeFactory>().CreateInstance<MechanismBehavior>(mechanismBehaviorType);
AddBehavior(newBehavior);
}
}
public void InstalledIntoBody()
{
foreach (var behavior in Behaviors)
{
behavior.InstalledIntoBody();
}
}
public void RemovedFromBody(BodyManagerComponent old)
{
foreach (var behavior in Behaviors)
{
behavior.RemovedFromBody(old);
}
}
/// <summary>
/// This method is called by <see cref="BodyPart.PreMetabolism"/> before
/// <see cref="MetabolismComponent.Update"/> is called.
/// </summary>
public void PreMetabolism(float frameTime)
{
foreach (var behavior in Behaviors)
{
behavior.PreMetabolism(frameTime);
}
}
/// <summary>
/// This method is called by <see cref="BodyPart.PostMetabolism"/> after
/// <see cref="MetabolismComponent.Update"/> is called.
/// </summary>
public void PostMetabolism(float frameTime)
{
foreach (var behavior in Behaviors)
{
behavior.PostMetabolism(frameTime);
}
}
private void AddBehavior(MechanismBehavior behavior)
{
Behaviors.Add(behavior);
behavior.Initialize(this);
}
private bool RemoveBehavior(MechanismBehavior behavior)
{
behavior.Remove();
return Behaviors.Remove(behavior);
}
}
}