Files
tbd-station-14/Content.Server/GameObjects/Components/Body/BodyScannerComponent.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

74 lines
2.8 KiB
C#

using System.Collections.Generic;
using Content.Server.Body;
using Content.Shared.Body.Scanner;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Body
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class BodyScannerComponent : Component, IActivate
{
private BoundUserInterface _userInterface;
public sealed override string Name => "BodyScanner";
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent actor) ||
actor.playerSession.AttachedEntity == null)
{
return;
}
if (actor.playerSession.AttachedEntity.TryGetComponent(out BodyManagerComponent attempt))
{
var state = InterfaceState(attempt.Template, attempt.Parts);
_userInterface.SetState(state);
}
_userInterface.Open(actor.playerSession);
}
public override void Initialize()
{
base.Initialize();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
.GetBoundUserInterface(BodyScannerUiKey.Key);
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg) { }
/// <summary>
/// Copy BodyTemplate and BodyPart data into a common data class that the client can read.
/// </summary>
private BodyScannerInterfaceState InterfaceState(BodyTemplate template, IReadOnlyDictionary<string, BodyPart> bodyParts)
{
var partsData = new Dictionary<string, BodyScannerBodyPartData>();
foreach (var (slotName, part) in bodyParts)
{
var mechanismData = new List<BodyScannerMechanismData>();
foreach (var mechanism in part.Mechanisms)
{
mechanismData.Add(new BodyScannerMechanismData(mechanism.Name, mechanism.Description,
mechanism.RSIPath,
mechanism.RSIState, mechanism.MaxDurability, mechanism.CurrentDurability));
}
partsData.Add(slotName,
new BodyScannerBodyPartData(part.Name, part.RSIPath, part.RSIState, part.MaxDurability,
part.CurrentDurability, mechanismData));
}
var templateData = new BodyScannerTemplateData(template.Name, template.Slots);
return new BodyScannerInterfaceState(partsData, templateData);
}
}
}