* 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>
115 lines
4.1 KiB
C#
115 lines
4.1 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Projectiles;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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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.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior
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{
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protected override EntityUid Shooter => _shooter;
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private EntityUid _shooter = EntityUid.Invalid;
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private Dictionary<DamageType, int> _damages;
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[ViewVariables]
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public Dictionary<DamageType, int> Damages
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{
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get => _damages;
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set => _damages = value;
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}
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public bool DeleteOnCollide => _deleteOnCollide;
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private bool _deleteOnCollide;
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// Get that juicy FPS hit sound
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private string _soundHit;
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private string _soundHitSpecies;
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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 _deleteOnCollide, "delete_on_collide", true);
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// If not specified 0 damage
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serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
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serializer.DataField(ref _soundHit, "soundHit", null);
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serializer.DataField(ref _soundHitSpecies, "soundHitSpecies", null);
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}
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public float TimeLeft { get; set; } = 10;
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/// <summary>
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(IEntity shooter)
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{
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_shooter = shooter.Uid;
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Dirty();
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}
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/// <summary>
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/// Applies the damage when our projectile collides with its victim
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/// </summary>
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/// <param name="entity"></param>
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (entity.TryGetComponent(out ICollidableComponent collidable) && collidable.Hard == false)
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{
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_deleteOnCollide = false;
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return;
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}
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else
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{
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_deleteOnCollide = true;
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}
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if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>())
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.GridPosition);
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} else if (_soundHit != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.GridPosition);
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}
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if (entity.TryGetComponent(out IDamageableComponent damage))
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{
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Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
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foreach (var (damageType, amount) in _damages)
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{
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damage.ChangeDamage(damageType, amount, false, shooter);
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}
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}
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if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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&& Owner.TryGetComponent(out ICollidableComponent collidableComponent))
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{
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var direction = collidableComponent.LinearVelocity.Normalized;
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recoilComponent.Kick(direction);
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}
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}
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void ICollideBehavior.PostCollide(int collideCount)
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{
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if (collideCount > 0 && DeleteOnCollide) Owner.Delete();
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}
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public override ComponentState GetComponentState()
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{
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return new ProjectileComponentState(NetID!.Value, _shooter, IgnoreShooter);
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}
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}
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}
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