* 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>
180 lines
6.9 KiB
C#
180 lines
6.9 KiB
C#
using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Observer;
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using Content.Server.Players;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Content.Shared.Damage;
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namespace Content.Server.Chat
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{
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internal class SayCommand : IClientCommand
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{
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public string Command => "say";
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public string Description => "Send chat messages to the local channel or a specified radio channel.";
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public string Help => "say <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player.Status != SessionStatus.InGame || !player.AttachedEntityUid.HasValue)
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return;
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if (args.Length < 1)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var message = string.Join(" ", args);
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if (player.AttachedEntity.HasComponent<GhostComponent>())
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chat.SendDeadChat(player, message);
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else
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{
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var mindComponent = player.ContentData().Mind;
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chat.EntitySay(mindComponent.OwnedEntity, message);
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}
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}
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}
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internal class MeCommand : IClientCommand
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{
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public string Command => "me";
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public string Description => "Perform an action.";
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public string Help => "me <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player.Status != SessionStatus.InGame || !player.AttachedEntityUid.HasValue)
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return;
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if (args.Length < 1)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var action = string.Join(" ", args);
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var mindComponent = player.ContentData().Mind;
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chat.EntityMe(mindComponent.OwnedEntity, action);
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}
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}
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internal class OOCCommand : IClientCommand
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{
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public string Command => "ooc";
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public string Description => "Send Out Of Character chat messages.";
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public string Help => "ooc <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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var chat = IoCManager.Resolve<IChatManager>();
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chat.SendOOC(player, string.Join(" ", args));
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}
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}
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internal class AdminChatCommand : IClientCommand
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{
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public string Command => "asay";
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public string Description => "Send chat messages to the private admin chat channel.";
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public string Help => "asay <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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var chat = IoCManager.Resolve<IChatManager>();
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chat.SendAdminChat(player, string.Join(" ", args));
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}
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}
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internal class SuicideCommand : IClientCommand
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{
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public string Command => "suicide";
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public string Description => "Commits suicide";
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public string Help => "The suicide command gives you a quick way out of a round while remaining in-character.\n" +
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"The method varies, first it will attempt to use the held item in your active hand.\n" +
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"If that fails, it will attempt to use an object in the environment.\n" +
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"Finally, if neither of the above worked, you will die by biting your tongue.";
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private void DealDamage(ISuicideAct suicide, IChatManager chat, IDamageableComponent damageableComponent, IEntity source, IEntity target)
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{
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SuicideKind kind = suicide.Suicide(target, chat);
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if (kind != SuicideKind.Special)
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{
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damageableComponent.ChangeDamage(kind switch
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{
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SuicideKind.Blunt => DamageType.Blunt,
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SuicideKind.Piercing => DamageType.Piercing,
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SuicideKind.Heat => DamageType.Heat,
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SuicideKind.Disintegration => DamageType.Disintegration,
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SuicideKind.Cellular => DamageType.Cellular,
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SuicideKind.DNA => DamageType.DNA,
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SuicideKind.Asphyxiation => DamageType.Asphyxiation,
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_ => DamageType.Blunt
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},
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500,
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true, source);
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}
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}
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player.Status != SessionStatus.InGame)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var owner = player.ContentData().Mind.OwnedMob.Owner;
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var dmgComponent = owner.GetComponent<IDamageableComponent>();
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//TODO: needs to check if the mob is actually alive
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//TODO: maybe set a suicided flag to prevent ressurection?
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// Held item suicide
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var handsComponent = owner.GetComponent<HandsComponent>();
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var itemComponent = handsComponent.GetActiveHand;
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if (itemComponent != null)
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{
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ISuicideAct suicide = itemComponent.Owner.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, itemComponent.Owner, owner);
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return;
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}
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}
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// Get all entities in range of the suicider
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var entities = owner.EntityManager.GetEntitiesInRange(owner, 1, true);
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if (entities.Count() > 0)
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{
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foreach (var entity in entities)
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{
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if (entity.HasComponent<ItemComponent>())
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continue;
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var suicide = entity.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, entity, owner);
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return;
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}
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}
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}
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// Default suicide, bite your tongue
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chat.EntityMe(owner, Loc.GetString("is attempting to bite {0:their} own tongue, looks like {0:theyre} trying to commit suicide!", owner)); //TODO: theyre macro
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dmgComponent.ChangeDamage(DamageType.Piercing, 500, true, owner);
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// Prevent the player from returning to the body. Yes, this is an ugly hack.
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var ghost = new Ghost(){CanReturn = false};
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ghost.Execute(shell, player, Array.Empty<string>());
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}
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}
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}
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