Files
tbd-station-14/Content.Server/Chat/ChatCommands.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

180 lines
6.9 KiB
C#

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