Files
tbd-station-14/Content.Server/Body/BodyPart.cs
DrSmugleaf b051261485 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>
2020-08-16 16:42:42 -07:00

603 lines
21 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Body.Mechanisms;
using Content.Server.Body.Surgery;
using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Metabolism;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Part;
using Content.Shared.Body.Part.Properties;
using Content.Shared.Damage.DamageContainer;
using Content.Shared.Damage.ResistanceSet;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.Body
{
/// <summary>
/// Data class representing a singular limb such as an arm or a leg.
/// Typically held within either a <see cref="BodyManagerComponent"/>,
/// which coordinates functions between BodyParts, or a
/// <see cref="DroppedBodyPartComponent"/>.
/// </summary>
public class BodyPart
{
/// <summary>
/// The body that this body part is in, if any.
/// </summary>
private BodyManagerComponent? _body;
/// <summary>
/// Set of all <see cref="Mechanism"/> currently inside this
/// <see cref="BodyPart"/>.
/// To add and remove from this list see <see cref="AddMechanism"/> and
/// <see cref="RemoveMechanism"/>
/// </summary>
private readonly HashSet<Mechanism> _mechanisms = new HashSet<Mechanism>();
public BodyPart(BodyPartPrototype data)
{
SurgeryData = null!;
Properties = new HashSet<IExposeData>();
Name = null!;
Plural = null!;
RSIPath = null!;
RSIState = null!;
RSIMap = null!;
Damage = null!;
Resistances = null!;
LoadFromPrototype(data);
}
/// <summary>
/// The body that this body part is in, if any.
/// </summary>
[ViewVariables]
public BodyManagerComponent? Body
{
get => _body;
set
{
var old = _body;
_body = value;
if (value == null && old != null)
{
foreach (var mechanism in Mechanisms)
{
mechanism.RemovedFromBody(old);
}
}
else
{
foreach (var mechanism in Mechanisms)
{
mechanism.InstalledIntoBody();
}
}
}
}
/// <summary>
/// The <see cref="Surgery.SurgeryData"/> class currently representing this BodyPart's
/// surgery status.
/// </summary>
[ViewVariables] private SurgeryData SurgeryData { get; set; }
/// <summary>
/// How much space is currently taken up by Mechanisms in this BodyPart.
/// </summary>
[ViewVariables] private int SizeUsed { get; set; }
/// <summary>
/// List of <see cref="IExposeData"/> properties, allowing for additional
/// data classes to be attached to a limb, such as a "length" class to an arm.
/// </summary>
[ViewVariables]
private HashSet<IExposeData> Properties { get; }
/// <summary>
/// The name of this <see cref="BodyPart"/>, often displayed to the user.
/// For example, it could be named "advanced robotic arm".
/// </summary>
[ViewVariables]
public string Name { get; private set; }
/// <summary>
/// Plural version of this <see cref="BodyPart"/> name.
/// </summary>
[ViewVariables]
public string Plural { get; private set; }
/// <summary>
/// Path to the RSI that represents this <see cref="BodyPart"/>.
/// </summary>
[ViewVariables]
public string RSIPath { get; private set; }
/// <summary>
/// RSI state that represents this <see cref="BodyPart"/>.
/// </summary>
[ViewVariables]
public string RSIState { get; private set; }
/// <summary>
/// RSI map keys that this body part changes on the sprite.
/// </summary>
[ViewVariables]
public Enum? RSIMap { get; set; }
/// <summary>
/// RSI color of this body part.
/// </summary>
// TODO: SpriteComponent rework
public Color? RSIColor { get; set; }
/// <summary>
/// <see cref="BodyPartType"/> that this <see cref="BodyPart"/> is considered
/// to be.
/// For example, <see cref="BodyPartType.Arm"/>.
/// </summary>
[ViewVariables]
public BodyPartType PartType { get; private set; }
/// <summary>
/// Determines many things: how many mechanisms can be fit inside this
/// <see cref="BodyPart"/>, whether a body can fit through tiny crevices, etc.
/// </summary>
[ViewVariables]
private int Size { get; set; }
/// <summary>
/// Max HP of this <see cref="BodyPart"/>.
/// </summary>
[ViewVariables]
public int MaxDurability { get; private set; }
/// <summary>
/// Current HP of this <see cref="BodyPart"/> based on sum of all damage types.
/// </summary>
[ViewVariables]
public int CurrentDurability => MaxDurability - Damage.TotalDamage;
// TODO: Individual body part damage
/// <summary>
/// Current damage dealt to this <see cref="BodyPart"/>.
/// </summary>
[ViewVariables]
public DamageContainer Damage { get; private set; }
/// <summary>
/// Armor of this <see cref="BodyPart"/> against damages.
/// </summary>
[ViewVariables]
public ResistanceSet Resistances { get; private set; }
/// <summary>
/// At what HP this <see cref="BodyPart"/> destroyed.
/// </summary>
[ViewVariables]
public int DestroyThreshold { get; private set; }
/// <summary>
/// What types of BodyParts this <see cref="BodyPart"/> can easily attach to.
/// For the most part, most limbs aren't universal and require extra work to
/// attach between types.
/// </summary>
[ViewVariables]
public BodyPartCompatibility Compatibility { get; private set; }
/// <summary>
/// Set of all <see cref="Mechanism"/> currently inside this
/// <see cref="BodyPart"/>.
/// </summary>
[ViewVariables]
public IReadOnlyCollection<Mechanism> Mechanisms => _mechanisms;
/// <summary>
/// This method is called by <see cref="BodyManagerComponent.Update"/>
/// before <see cref="MetabolismComponent.Update"/> is called.
/// </summary>
public void PreMetabolism(float frameTime)
{
foreach (var mechanism in Mechanisms)
{
mechanism.PreMetabolism(frameTime);
}
}
/// <summary>
/// This method is called by <see cref="BodyManagerComponent.Update"/>
/// after <see cref="MetabolismComponent.Update"/> is called.
/// </summary>
public void PostMetabolism(float frameTime)
{
foreach (var mechanism in Mechanisms)
{
mechanism.PreMetabolism(frameTime);
}
}
/// <summary>
/// Attempts to add the given <see cref="BodyPartProperty"/>.
/// </summary>
/// <returns>
/// True if a <see cref="BodyPartProperty"/> of that type doesn't exist,
/// false otherwise.
/// </returns>
public bool TryAddProperty(BodyPartProperty property)
{
if (HasProperty(property.GetType()))
{
return false;
}
Properties.Add(property);
return true;
}
/// <summary>
/// Attempts to retrieve the given <see cref="BodyPartProperty"/> type.
/// The resulting <see cref="BodyPartProperty"/> will be null if unsuccessful.
/// </summary>
/// <param name="property">The property if found, null otherwise.</param>
/// <typeparam name="T">The type of the property to find.</typeparam>
/// <returns>True if successful, false otherwise.</returns>
public bool TryGetProperty<T>(out T property)
{
property = (T) Properties.First(x => x.GetType() == typeof(T));
return property != null;
}
/// <summary>
/// Attempts to retrieve the given <see cref="BodyPartProperty"/> type.
/// The resulting <see cref="BodyPartProperty"/> will be null if unsuccessful.
/// </summary>
/// <returns>True if successful, false otherwise.</returns>
public bool TryGetProperty(Type propertyType, out BodyPartProperty property)
{
property = (BodyPartProperty) Properties.First(x => x.GetType() == propertyType);
return property != null;
}
/// <summary>
/// Checks if the given type <see cref="T"/> is on this <see cref="BodyPart"/>.
/// </summary>
/// <typeparam name="T">
/// The subtype of <see cref="BodyPartProperty"/> to look for.
/// </typeparam>
/// <returns>
/// True if this <see cref="BodyPart"/> has a property of type
/// <see cref="T"/>, false otherwise.
/// </returns>
public bool HasProperty<T>() where T : BodyPartProperty
{
return Properties.Count(x => x.GetType() == typeof(T)) > 0;
}
/// <summary>
/// Checks if a subtype of <see cref="BodyPartProperty"/> is on this
/// <see cref="BodyPart"/>.
/// </summary>
/// <param name="propertyType">
/// The subtype of <see cref="BodyPartProperty"/> to look for.
/// </param>
/// <returns>
/// True if this <see cref="BodyPart"/> has a property of type
/// <see cref="propertyType"/>, false otherwise.
/// </returns>
public bool HasProperty(Type propertyType)
{
return Properties.Count(x => x.GetType() == propertyType) > 0;
}
/// <summary>
/// Checks if another <see cref="BodyPart"/> can be connected to this one.
/// </summary>
/// <param name="toBeConnected">The part to connect.</param>
/// <returns>True if it can be connected, false otherwise.</returns>
public bool CanAttachBodyPart(BodyPart toBeConnected)
{
return SurgeryData.CanAttachBodyPart(toBeConnected);
}
/// <summary>
/// Checks if a <see cref="Mechanism"/> can be installed on this
/// <see cref="BodyPart"/>.
/// </summary>
/// <returns>True if it can be installed, false otherwise.</returns>
public bool CanInstallMechanism(Mechanism mechanism)
{
return SizeUsed + mechanism.Size <= Size &&
SurgeryData.CanInstallMechanism(mechanism);
}
/// <summary>
/// Tries to install a mechanism onto this body part.
/// Call <see cref="TryInstallDroppedMechanism"/> instead if you want to
/// easily install an <see cref="IEntity"/> with a
/// <see cref="DroppedMechanismComponent"/>.
/// </summary>
/// <param name="mechanism">The mechanism to try to install.</param>
/// <returns>
/// True if successful, false if there was an error
/// (e.g. not enough room in <see cref="BodyPart"/>).
/// </returns>
private bool TryInstallMechanism(Mechanism mechanism)
{
if (!CanInstallMechanism(mechanism))
{
return false;
}
AddMechanism(mechanism);
return true;
}
/// <summary>
/// Tries to install a <see cref="DroppedMechanismComponent"/> into this
/// <see cref="BodyPart"/>, potentially deleting the dropped
/// <see cref="IEntity"/>.
/// </summary>
/// <param name="droppedMechanism">The mechanism to install.</param>
/// <returns>
/// True if successful, false if there was an error
/// (e.g. not enough room in <see cref="BodyPart"/>).
/// </returns>
public bool TryInstallDroppedMechanism(DroppedMechanismComponent droppedMechanism)
{
if (!TryInstallMechanism(droppedMechanism.ContainedMechanism))
{
return false; //Installing the mechanism failed for some reason.
}
droppedMechanism.Owner.Delete();
return true;
}
/// <summary>
/// Tries to remove the given <see cref="Mechanism"/> reference from
/// this <see cref="BodyPart"/>.
/// </summary>
/// <returns>
/// The newly spawned <see cref="DroppedMechanismComponent"/>, or null
/// if there was an error in spawning the entity or removing the mechanism.
/// </returns>
public bool TryDropMechanism(IEntity dropLocation, Mechanism mechanismTarget,
[NotNullWhen(true)] out DroppedMechanismComponent dropped)
{
dropped = null!;
if (!_mechanisms.Remove(mechanismTarget))
{
return false;
}
SizeUsed -= mechanismTarget.Size;
var entityManager = IoCManager.Resolve<IEntityManager>();
var position = dropLocation.Transform.GridPosition;
var mechanismEntity = entityManager.SpawnEntity("BaseDroppedMechanism", position);
dropped = mechanismEntity.GetComponent<DroppedMechanismComponent>();
dropped.InitializeDroppedMechanism(mechanismTarget);
return true;
}
/// <summary>
/// Tries to destroy the given <see cref="Mechanism"/> in this
/// <see cref="BodyPart"/>. Does NOT spawn a dropped entity.
/// </summary>
/// <summary>
/// Tries to destroy the given <see cref="Mechanism"/> in this
/// <see cref="BodyPart"/>.
/// </summary>
/// <param name="mechanismTarget">The mechanism to destroy.</param>
/// <returns>True if successful, false otherwise.</returns>
public bool DestroyMechanism(Mechanism mechanismTarget)
{
if (!RemoveMechanism(mechanismTarget))
{
return false;
}
return true;
}
/// <summary>
/// Checks if the given <see cref="SurgeryType"/> can be used on
/// the current state of this <see cref="BodyPart"/>.
/// </summary>
/// <returns>True if it can be used, false otherwise.</returns>
public bool SurgeryCheck(SurgeryType toolType)
{
return SurgeryData.CheckSurgery(toolType);
}
/// <summary>
/// Attempts to perform surgery on this <see cref="BodyPart"/> with the given
/// tool.
/// </summary>
/// <returns>True if successful, false if there was an error.</returns>
public bool AttemptSurgery(SurgeryType toolType, IBodyPartContainer target, ISurgeon surgeon, IEntity performer)
{
return SurgeryData.PerformSurgery(toolType, target, surgeon, performer);
}
private void AddMechanism(Mechanism mechanism)
{
DebugTools.AssertNotNull(mechanism);
_mechanisms.Add(mechanism);
SizeUsed += mechanism.Size;
mechanism.Part = this;
mechanism.EnsureInitialize();
if (Body == null)
{
return;
}
if (!Body.Template.MechanismLayers.TryGetValue(mechanism.Id, out var mapString))
{
return;
}
if (!IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(mapString, out var @enum))
{
Logger.Warning($"Template {Body.Template.Name} has an invalid RSI map key {mapString} for mechanism {mechanism.Id}.");
return;
}
var message = new MechanismSpriteAddedMessage(@enum);
Body.Owner.SendNetworkMessage(Body, message);
}
/// <summary>
/// Tries to remove the given <see cref="mechanism"/> from this
/// <see cref="BodyPart"/>.
/// </summary>
/// <param name="mechanism">The mechanism to remove.</param>
/// <returns>True if it was removed, false otherwise.</returns>
private bool RemoveMechanism(Mechanism mechanism)
{
DebugTools.AssertNotNull(mechanism);
if (!_mechanisms.Remove(mechanism))
{
return false;
}
SizeUsed -= mechanism.Size;
mechanism.Part = null;
if (Body == null)
{
return true;
}
if (!Body.Template.MechanismLayers.TryGetValue(mechanism.Id, out var mapString))
{
return true;
}
if (!IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(mapString, out var @enum))
{
Logger.Warning($"Template {Body.Template.Name} has an invalid RSI map key {mapString} for mechanism {mechanism.Id}.");
return true;
}
var message = new MechanismSpriteRemovedMessage(@enum);
Body.Owner.SendNetworkMessage(Body, message);
return true;
}
/// <summary>
/// Loads the given <see cref="BodyPartPrototype"/>.
/// Current data on this <see cref="BodyPart"/> will be overwritten!
/// </summary>
protected virtual void LoadFromPrototype(BodyPartPrototype data)
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
Name = data.Name;
Plural = data.Plural;
PartType = data.PartType;
RSIPath = data.RSIPath;
RSIState = data.RSIState;
MaxDurability = data.Durability;
if (!prototypeManager.TryIndex(data.DamageContainerPresetId,
out DamageContainerPrototype damageContainerData))
{
throw new InvalidOperationException(
$"No {nameof(DamageContainerPrototype)} found with id {data.DamageContainerPresetId}");
}
Damage = new DamageContainer(OnHealthChanged, damageContainerData);
if (!prototypeManager.TryIndex(data.ResistanceSetId, out ResistanceSetPrototype resistancesData))
{
throw new InvalidOperationException(
$"No {nameof(ResistanceSetPrototype)} found with id {data.ResistanceSetId}");
}
Resistances = new ResistanceSet(resistancesData);
Size = data.Size;
Compatibility = data.Compatibility;
Properties.Clear();
Properties.UnionWith(data.Properties);
var surgeryDataType = Type.GetType(data.SurgeryDataName);
if (surgeryDataType == null)
{
throw new InvalidOperationException($"No {nameof(Surgery.SurgeryData)} found with name {data.SurgeryDataName}");
}
if (!surgeryDataType.IsSubclassOf(typeof(SurgeryData)))
{
throw new InvalidOperationException(
$"Class {data.SurgeryDataName} is not a subtype of {nameof(Surgery.SurgeryData)} with id {data.ID}");
}
SurgeryData = IoCManager.Resolve<IDynamicTypeFactory>().CreateInstance<SurgeryData>(surgeryDataType, new object[] {this});
foreach (var id in data.Mechanisms)
{
if (!prototypeManager.TryIndex(id, out MechanismPrototype mechanismData))
{
throw new InvalidOperationException($"No {nameof(MechanismPrototype)} found with id {id}");
}
var mechanism = new Mechanism(mechanismData);
AddMechanism(mechanism);
}
}
private void OnHealthChanged(List<HealthChangeData> changes)
{
// TODO
}
public bool SpawnDropped([NotNullWhen(true)] out IEntity dropped)
{
dropped = default!;
if (Body == null)
{
return false;
}
dropped = IoCManager.Resolve<IEntityManager>().SpawnEntity("BaseDroppedBodyPart", Body.Owner.Transform.GridPosition);
dropped.GetComponent<DroppedBodyPartComponent>().TransferBodyPartData(this);
return true;
}
}
}