* 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>
250 lines
7.7 KiB
C#
250 lines
7.7 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.Body.Mechanisms.Behaviors;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.Components.Metabolism;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Body.Mechanisms
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{
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/// <summary>
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/// Data class representing a persistent item inside a <see cref="BodyPart"/>.
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/// This includes livers, eyes, cameras, brains, explosive implants,
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/// binary communicators, and other things.
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/// </summary>
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public class Mechanism
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{
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private BodyPart? _part;
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public Mechanism(MechanismPrototype data)
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{
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Data = data;
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Id = null!;
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Name = null!;
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Description = null!;
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ExamineMessage = null!;
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RSIPath = null!;
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RSIState = null!;
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Behaviors = new List<MechanismBehavior>();
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}
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[ViewVariables] private bool Initialized { get; set; }
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[ViewVariables] private MechanismPrototype Data { get; set; }
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[ViewVariables] public string Id { get; private set; }
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[ViewVariables] public string Name { get; set; }
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/// <summary>
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/// Professional description of the <see cref="Mechanism"/>.
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/// </summary>
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[ViewVariables]
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public string Description { get; set; }
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/// <summary>
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/// The message to display upon examining a mob with this Mechanism installed.
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/// If the string is empty (""), no message will be displayed.
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/// </summary>
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[ViewVariables]
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public string ExamineMessage { get; set; }
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/// <summary>
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/// Path to the RSI that represents this <see cref="Mechanism"/>.
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/// </summary>
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[ViewVariables]
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public string RSIPath { get; set; }
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/// <summary>
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/// RSI state that represents this <see cref="Mechanism"/>.
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/// </summary>
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[ViewVariables]
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public string RSIState { get; set; }
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/// <summary>
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/// Max HP of this <see cref="Mechanism"/>.
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/// </summary>
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[ViewVariables]
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public int MaxDurability { get; set; }
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/// <summary>
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/// Current HP of this <see cref="Mechanism"/>.
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/// </summary>
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[ViewVariables]
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public int CurrentDurability { get; set; }
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/// <summary>
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/// At what HP this <see cref="Mechanism"/> is completely destroyed.
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/// </summary>
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[ViewVariables]
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public int DestroyThreshold { get; set; }
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/// <summary>
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/// Armor of this <see cref="Mechanism"/> against attacks.
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/// </summary>
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[ViewVariables]
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public int Resistance { get; set; }
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/// <summary>
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/// Determines a handful of things - mostly whether this
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/// <see cref="Mechanism"/> can fit into a <see cref="BodyPart"/>.
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/// </summary>
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[ViewVariables]
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public int Size { get; set; }
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/// <summary>
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/// What kind of <see cref="BodyPart"/> this <see cref="Mechanism"/> can be
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/// easily installed into.
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/// </summary>
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[ViewVariables]
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public BodyPartCompatibility Compatibility { get; set; }
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/// <summary>
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/// The behaviors that this <see cref="Mechanism"/> performs.
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/// </summary>
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[ViewVariables]
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private List<MechanismBehavior> Behaviors { get; }
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public BodyManagerComponent? Body => Part?.Body;
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public BodyPart? Part
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{
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get => _part;
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set
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{
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var old = _part;
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_part = value;
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if (value == null && old != null)
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{
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foreach (var behavior in Behaviors)
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{
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behavior.RemovedFromPart(old);
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}
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}
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else
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{
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foreach (var behavior in Behaviors)
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{
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behavior.InstalledIntoPart();
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}
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}
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}
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}
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public void EnsureInitialize()
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{
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if (Initialized)
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{
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return;
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}
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LoadFromPrototype(Data);
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Initialized = true;
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}
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/// <summary>
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/// Loads the given <see cref="MechanismPrototype"/>.
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/// Current data on this <see cref="Mechanism"/> will be overwritten!
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/// </summary>
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private void LoadFromPrototype(MechanismPrototype data)
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{
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Data = data;
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Id = data.ID;
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Name = data.Name;
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Description = data.Description;
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ExamineMessage = data.ExamineMessage;
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RSIPath = data.RSIPath;
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RSIState = data.RSIState;
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MaxDurability = data.Durability;
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CurrentDurability = MaxDurability;
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DestroyThreshold = data.DestroyThreshold;
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Resistance = data.Resistance;
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Size = data.Size;
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Compatibility = data.Compatibility;
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foreach (var behavior in Behaviors.ToArray())
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{
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RemoveBehavior(behavior);
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}
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foreach (var mechanismBehaviorName in data.BehaviorClasses)
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{
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var mechanismBehaviorType = Type.GetType(mechanismBehaviorName);
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if (mechanismBehaviorType == null)
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{
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throw new InvalidOperationException(
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$"No {nameof(MechanismBehavior)} found with name {mechanismBehaviorName}");
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}
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if (!mechanismBehaviorType.IsSubclassOf(typeof(MechanismBehavior)))
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{
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throw new InvalidOperationException(
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$"Class {mechanismBehaviorName} is not a subtype of {nameof(MechanismBehavior)} for mechanism prototype {data.ID}");
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}
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var newBehavior = IoCManager.Resolve<IDynamicTypeFactory>().CreateInstance<MechanismBehavior>(mechanismBehaviorType);
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AddBehavior(newBehavior);
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}
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}
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public void InstalledIntoBody()
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{
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foreach (var behavior in Behaviors)
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{
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behavior.InstalledIntoBody();
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}
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}
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public void RemovedFromBody(BodyManagerComponent old)
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{
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foreach (var behavior in Behaviors)
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{
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behavior.RemovedFromBody(old);
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}
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}
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/// <summary>
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/// This method is called by <see cref="BodyPart.PreMetabolism"/> before
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/// <see cref="MetabolismComponent.Update"/> is called.
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/// </summary>
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public void PreMetabolism(float frameTime)
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{
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foreach (var behavior in Behaviors)
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{
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behavior.PreMetabolism(frameTime);
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}
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}
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/// <summary>
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/// This method is called by <see cref="BodyPart.PostMetabolism"/> after
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/// <see cref="MetabolismComponent.Update"/> is called.
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/// </summary>
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public void PostMetabolism(float frameTime)
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{
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foreach (var behavior in Behaviors)
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{
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behavior.PostMetabolism(frameTime);
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}
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}
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private void AddBehavior(MechanismBehavior behavior)
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{
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Behaviors.Add(behavior);
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behavior.Initialize(this);
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}
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private bool RemoveBehavior(MechanismBehavior behavior)
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{
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behavior.Remove();
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return Behaviors.Remove(behavior);
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}
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}
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}
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