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

@@ -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};