* 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>
184 lines
6.6 KiB
C#
184 lines
6.6 KiB
C#
using Content.Server.GameObjects.Components.Body.Digestive;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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[ComponentReference(typeof(IAfterInteract))]
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public class DrinkComponent : Component, IUse, IAfterInteract, ISolutionChange, IExamine, ILand
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{
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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[Dependency] private readonly IRobustRandom _random;
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#pragma warning restore 649
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public override string Name => "Drink";
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[ViewVariables]
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private SolutionComponent _contents;
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[ViewVariables]
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private string _useSound;
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[ViewVariables]
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private bool _defaultToOpened;
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[ViewVariables]
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public ReagentUnit TransferAmount { get; private set; } = ReagentUnit.New(2);
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[ViewVariables]
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protected bool Opened { get; set; }
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[ViewVariables]
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public bool Empty => _contents.CurrentVolume.Float() <= 0;
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private AppearanceComponent _appearanceComponent;
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private string _soundCollection;
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private bool _pressurized;
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private string _burstSound;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _useSound, "useSound", "/Audio/Items/drink.ogg");
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serializer.DataField(ref _defaultToOpened, "isOpen", false); //For things like cups of coffee.
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serializer.DataField(ref _soundCollection, "openSounds","canOpenSounds");
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serializer.DataField(ref _pressurized, "pressurized",false);
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serializer.DataField(ref _burstSound, "burstSound", "/Audio/Effects/flash_bang.ogg");
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out _appearanceComponent);
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if(!Owner.TryGetComponent(out _contents))
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{
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_contents = Owner.AddComponent<SolutionComponent>();
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}
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_contents.Capabilities = SolutionCaps.PourIn
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| SolutionCaps.PourOut
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| SolutionCaps.Injectable;
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Opened = _defaultToOpened;
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UpdateAppearance();
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}
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void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
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{
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UpdateAppearance();
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}
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private void UpdateAppearance()
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{
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_appearanceComponent?.SetData(SharedFoodComponent.FoodVisuals.Visual, _contents.CurrentVolume.Float());
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}
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bool IUse.UseEntity(UseEntityEventArgs args)
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{
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if (!Opened)
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{
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//Do the opening stuff like playing the sounds.
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollection);
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var file = _random.Pick(soundCollection.PickFiles);
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EntitySystem.Get<AudioSystem>().PlayFromEntity(file, args.User, AudioParams.Default);
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Opened = true;
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return false;
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}
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return TryUseDrink(args.User);
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}
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//Force feeding a drink to someone.
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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TryUseDrink(eventArgs.Target);
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (!Opened || !inDetailsRange)
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{
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return;
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}
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var color = Empty ? "gray" : "yellow";
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var openedText = Loc.GetString(Empty ? "Empty" : "Opened");
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message.AddMarkup(Loc.GetString("[color={0}]{1}[/color]", color, openedText));
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}
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private bool TryUseDrink(IEntity target)
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{
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if (target == null)
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{
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return false;
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}
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if (!Opened)
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{
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target.PopupMessage(target, Loc.GetString("Open it first!"));
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return false;
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}
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if (_contents.CurrentVolume.Float() <= 0)
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{
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target.PopupMessage(target, Loc.GetString("It's empty!"));
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return false;
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}
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if (!target.TryGetComponent(out StomachComponent stomachComponent))
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{
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return false;
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}
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var transferAmount = ReagentUnit.Min(TransferAmount, _contents.CurrentVolume);
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var split = _contents.SplitSolution(transferAmount);
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if (stomachComponent.TryTransferSolution(split))
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{
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if (_useSound == null) return false;
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_useSound, target, AudioParams.Default.WithVolume(-2f));
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target.PopupMessage(target, Loc.GetString("Slurp"));
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UpdateAppearance();
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return true;
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}
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//Stomach was full or can't handle whatever solution we have.
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_contents.TryAddSolution(split);
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target.PopupMessage(target, Loc.GetString("You've had enough {0}!", Owner.Name));
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return false;
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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if (_pressurized &&
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!Opened &&
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_random.Prob(0.25f) &&
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Owner.TryGetComponent(out SolutionComponent component))
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{
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Opened = true;
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var solution = component.SplitSolution(component.CurrentVolume);
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SpillHelper.SpillAt(Owner, solution, "PuddleSmear");
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_burstSound, Owner,
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AudioParams.Default.WithVolume(-4));
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}
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}
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}
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}
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