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;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.Damage;
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using Content.Shared.Damage.DamageContainer;
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using Content.Shared.Damage.ResistanceSet;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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public abstract class SharedDamageableComponent : Component
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/// <summary>
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/// Component that allows attached entities to take damage.
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/// This basic version never dies (thus can take an indefinite amount of damage).
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/// </summary>
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[ComponentReference(typeof(IDamageableComponent))]
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public class DamageableComponent : Component, IDamageableComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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#pragma warning restore 649
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public override string Name => "Damageable";
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public sealed override uint? NetID => ContentNetIDs.DAMAGEABLE;
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}
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// The IDs of the items get synced over the network.
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[Serializable, NetSerializable]
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public class DamageComponentState : ComponentState
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{
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public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
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public event Action<HealthChangedEventArgs> HealthChangedEvent = default!;
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public DamageComponentState(Dictionary<DamageType, int> damage) : base(ContentNetIDs.DAMAGEABLE)
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[ViewVariables] private ResistanceSet Resistance { get; set; } = default!;
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[ViewVariables] private DamageContainer Damage { get; set; } = default!;
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public virtual List<DamageState> SupportedDamageStates => new List<DamageState> {DamageState.Alive};
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public virtual DamageState CurrentDamageState { get; protected set; } = DamageState.Alive;
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[ViewVariables] public int TotalDamage => Damage.TotalDamage;
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public IReadOnlyDictionary<DamageClass, int> DamageClasses => Damage.DamageClasses;
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public IReadOnlyDictionary<DamageType, int> DamageTypes => Damage.DamageTypes;
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public override void ExposeData(ObjectSerializer serializer)
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{
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CurrentDamage = damage;
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base.ExposeData(serializer);
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if (serializer.Reading)
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{
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// Doesn't write to file, TODO?
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// Yes, TODO
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var containerId = "biologicalDamageContainer";
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var resistanceId = "defaultResistances";
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serializer.DataField(ref containerId, "damageContainer", "biologicalDamageContainer");
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serializer.DataField(ref resistanceId, "resistances", "defaultResistances");
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if (!_prototypeManager.TryIndex(containerId!, out DamageContainerPrototype damage))
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{
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throw new InvalidOperationException(
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$"No {nameof(DamageContainerPrototype)} found with name {containerId}");
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}
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Damage = new DamageContainer(OnHealthChanged, damage);
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if (!_prototypeManager.TryIndex(resistanceId!, out ResistanceSetPrototype resistance))
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{
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throw new InvalidOperationException(
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$"No {nameof(ResistanceSetPrototype)} found with name {resistanceId}");
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}
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Resistance = new ResistanceSet(resistance);
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}
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}
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public bool TryGetDamage(DamageType type, out int damage)
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{
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return Damage.TryGetDamageValue(type, out damage);
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}
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public bool ChangeDamage(DamageType type, int amount, bool ignoreResistances,
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (Damage.SupportsDamageType(type))
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{
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var finalDamage = amount;
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if (!ignoreResistances)
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{
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finalDamage = Resistance.CalculateDamage(type, amount);
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}
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Damage.ChangeDamageValue(type, finalDamage);
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return true;
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}
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return false;
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}
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public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (Damage.SupportsDamageClass(@class))
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{
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var types = @class.ToTypes();
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if (amount < 0)
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{
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// Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this,
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// but essentially just loops between each damage category until all healing is used up.
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var healingLeft = amount;
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var healThisCycle = 1;
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// While we have healing left...
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while (healingLeft > 0 && healThisCycle != 0)
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{
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// Infinite loop fallback, if no healing was done in a cycle
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// then exit
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healThisCycle = 0;
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int healPerType;
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if (healingLeft > -types.Count && healingLeft < 0)
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{
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// Say we were to distribute 2 healing between 3
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// this will distribute 1 to each (and stop after 2 are given)
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healPerType = -1;
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}
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else
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{
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// Say we were to distribute 62 healing between 3
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// this will distribute 20 to each, leaving 2 for next loop
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healPerType = healingLeft / types.Count;
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}
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foreach (var type in types)
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{
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var healAmount =
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Math.Max(Math.Max(healPerType, -Damage.GetDamageValue(type)),
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healingLeft);
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Damage.ChangeDamageValue(type, healAmount);
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healThisCycle += healAmount;
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healingLeft -= healAmount;
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}
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}
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return true;
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}
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var damageLeft = amount;
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while (damageLeft > 0)
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{
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int damagePerType;
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if (damageLeft < types.Count && damageLeft > 0)
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{
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damagePerType = 1;
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}
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else
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{
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damagePerType = damageLeft / types.Count;
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}
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foreach (var type in types)
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{
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var damageAmount = Math.Min(damagePerType, damageLeft);
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Damage.ChangeDamageValue(type, damageAmount);
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damageLeft -= damageAmount;
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}
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}
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return true;
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}
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return false;
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}
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public bool SetDamage(DamageType type, int newValue, IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (Damage.SupportsDamageType(type))
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{
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Damage.SetDamageValue(type, newValue);
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return true;
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}
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return false;
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}
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public void Heal()
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{
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Damage.Heal();
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}
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public void ForceHealthChangedEvent()
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{
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var data = new List<HealthChangeData>();
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foreach (var type in Damage.SupportedTypes)
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{
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var damage = Damage.GetDamageValue(type);
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var datum = new HealthChangeData(type, damage, 0);
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data.Add(datum);
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}
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OnHealthChanged(data);
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}
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private void OnHealthChanged(List<HealthChangeData> changes)
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{
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var args = new HealthChangedEventArgs(this, changes);
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OnHealthChanged(args);
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}
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protected virtual void OnHealthChanged(HealthChangedEventArgs e)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
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HealthChangedEvent?.Invoke(e);
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Dirty();
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}
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}
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/// <summary>
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/// Damage types used in-game.
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/// Total should never be used directly - it's a derived value.
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/// </summary>
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public enum DamageType
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{
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Total,
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Brute,
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Heat,
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Cold,
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Acid,
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Toxic,
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Electric
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}
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}
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