* 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>
121 lines
3.2 KiB
C#
121 lines
3.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Shared.GameObjects.Components.Damage;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Body
|
|
{
|
|
public abstract class SharedBodyManagerComponent : DamageableComponent, IBodyManagerComponent
|
|
{
|
|
public override string Name => "BodyManager";
|
|
|
|
public override uint? NetID => ContentNetIDs.BODY_MANAGER;
|
|
|
|
public override List<DamageState> SupportedDamageStates => new List<DamageState> {DamageState.Alive, DamageState.Critical, DamageState.Dead};
|
|
|
|
public override DamageState CurrentDamageState =>
|
|
CurrentDamageState = TotalDamage > 200
|
|
? DamageState.Dead
|
|
: TotalDamage > 100
|
|
? DamageState.Critical
|
|
: DamageState.Alive;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class BodyPartAddedMessage : ComponentMessage
|
|
{
|
|
public readonly string RSIPath;
|
|
public readonly string RSIState;
|
|
public readonly Enum RSIMap;
|
|
|
|
public BodyPartAddedMessage(string rsiPath, string rsiState, Enum rsiMap)
|
|
{
|
|
Directed = true;
|
|
RSIPath = rsiPath;
|
|
RSIState = rsiState;
|
|
RSIMap = rsiMap;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class BodyPartRemovedMessage : ComponentMessage
|
|
{
|
|
public readonly Enum RSIMap;
|
|
public readonly EntityUid? Dropped;
|
|
|
|
public BodyPartRemovedMessage(Enum rsiMap, EntityUid? dropped = null)
|
|
{
|
|
Directed = true;
|
|
RSIMap = rsiMap;
|
|
Dropped = dropped;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class MechanismSpriteAddedMessage : ComponentMessage
|
|
{
|
|
public readonly Enum RSIMap;
|
|
|
|
public MechanismSpriteAddedMessage(Enum rsiMap)
|
|
{
|
|
Directed = true;
|
|
RSIMap = rsiMap;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class MechanismSpriteRemovedMessage : ComponentMessage
|
|
{
|
|
public readonly Enum RSIMap;
|
|
|
|
public MechanismSpriteRemovedMessage(Enum rsiMap)
|
|
{
|
|
Directed = true;
|
|
RSIMap = rsiMap;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to determine whether a BodyPart can connect to another BodyPart.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public enum BodyPartCompatibility
|
|
{
|
|
Universal = 0,
|
|
Biological,
|
|
Mechanical
|
|
}
|
|
|
|
/// <summary>
|
|
/// Each BodyPart has a BodyPartType used to determine a variety of things.
|
|
/// For instance, what slots it can fit into.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public enum BodyPartType
|
|
{
|
|
Other = 0,
|
|
Torso,
|
|
Head,
|
|
Arm,
|
|
Hand,
|
|
Leg,
|
|
Foot
|
|
}
|
|
|
|
/// <summary>
|
|
/// Defines a surgery operation that can be performed.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public enum SurgeryType
|
|
{
|
|
None = 0,
|
|
Incision,
|
|
Retraction,
|
|
Cauterization,
|
|
VesselCompression,
|
|
Drilling,
|
|
Amputation
|
|
}
|
|
}
|