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:
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Damage;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Observer;
|
||||
@@ -15,6 +14,7 @@ using Robust.Shared.Enums;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Content.Shared.Damage;
|
||||
|
||||
namespace Content.Server.Chat
|
||||
{
|
||||
@@ -107,24 +107,24 @@ namespace Content.Server.Chat
|
||||
"If that fails, it will attempt to use an object in the environment.\n" +
|
||||
"Finally, if neither of the above worked, you will die by biting your tongue.";
|
||||
|
||||
private void DealDamage(ISuicideAct suicide, IChatManager chat, DamageableComponent damageableComponent, IEntity source, IEntity target)
|
||||
private void DealDamage(ISuicideAct suicide, IChatManager chat, IDamageableComponent damageableComponent, IEntity source, IEntity target)
|
||||
{
|
||||
SuicideKind kind = suicide.Suicide(target, chat);
|
||||
if (kind != SuicideKind.Special)
|
||||
{
|
||||
damageableComponent.TakeDamage(kind switch
|
||||
{
|
||||
SuicideKind.Brute => DamageType.Brute,
|
||||
SuicideKind.Heat => DamageType.Heat,
|
||||
SuicideKind.Cold => DamageType.Cold,
|
||||
SuicideKind.Acid => DamageType.Acid,
|
||||
SuicideKind.Toxic => DamageType.Toxic,
|
||||
SuicideKind.Electric => DamageType.Electric,
|
||||
_ => DamageType.Brute
|
||||
},
|
||||
500, //TODO: needs to be a max damage of some sorts
|
||||
source,
|
||||
target);
|
||||
damageableComponent.ChangeDamage(kind switch
|
||||
{
|
||||
SuicideKind.Blunt => DamageType.Blunt,
|
||||
SuicideKind.Piercing => DamageType.Piercing,
|
||||
SuicideKind.Heat => DamageType.Heat,
|
||||
SuicideKind.Disintegration => DamageType.Disintegration,
|
||||
SuicideKind.Cellular => DamageType.Cellular,
|
||||
SuicideKind.DNA => DamageType.DNA,
|
||||
SuicideKind.Asphyxiation => DamageType.Asphyxiation,
|
||||
_ => DamageType.Blunt
|
||||
},
|
||||
500,
|
||||
true, source);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -135,7 +135,7 @@ namespace Content.Server.Chat
|
||||
|
||||
var chat = IoCManager.Resolve<IChatManager>();
|
||||
var owner = player.ContentData().Mind.OwnedMob.Owner;
|
||||
var dmgComponent = owner.GetComponent<DamageableComponent>();
|
||||
var dmgComponent = owner.GetComponent<IDamageableComponent>();
|
||||
//TODO: needs to check if the mob is actually alive
|
||||
//TODO: maybe set a suicided flag to prevent ressurection?
|
||||
|
||||
@@ -169,7 +169,7 @@ namespace Content.Server.Chat
|
||||
}
|
||||
// Default suicide, bite your tongue
|
||||
chat.EntityMe(owner, Loc.GetString("is attempting to bite {0:their} own tongue, looks like {0:theyre} trying to commit suicide!", owner)); //TODO: theyre macro
|
||||
dmgComponent.TakeDamage(DamageType.Brute, 500, owner, owner); //TODO: dmg value needs to be a max damage of some sorts
|
||||
dmgComponent.ChangeDamage(DamageType.Piercing, 500, true, owner);
|
||||
|
||||
// Prevent the player from returning to the body. Yes, this is an ugly hack.
|
||||
var ghost = new Ghost(){CanReturn = false};
|
||||
|
||||
Reference in New Issue
Block a user