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

182 lines
6.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Server.Body;
using Content.Shared.Body.Surgery;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body
{
/// <summary>
/// Component representing a dropped, tangible <see cref="BodyPart"/> entity.
/// </summary>
[RegisterComponent]
public class DroppedBodyPartComponent : Component, IAfterInteract, IBodyPartContainer
{
#pragma warning disable 649
[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager;
#pragma warning restore 649
private readonly Dictionary<int, object> _optionsCache = new Dictionary<int, object>();
private BodyManagerComponent _bodyManagerComponentCache;
private int _idHash;
private IEntity _performerCache;
private BoundUserInterface _userInterface;
public sealed override string Name => "DroppedBodyPart";
[ViewVariables] public BodyPart ContainedBodyPart { get; private set; }
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return;
}
CloseAllSurgeryUIs();
_optionsCache.Clear();
_performerCache = null;
_bodyManagerComponentCache = null;
if (eventArgs.Target.TryGetComponent(out BodyManagerComponent bodyManager))
{
SendBodySlotListToUser(eventArgs, bodyManager);
}
}
public override void Initialize()
{
base.Initialize();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
.GetBoundUserInterface(GenericSurgeryUiKey.Key);
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
public void TransferBodyPartData(BodyPart data)
{
ContainedBodyPart = data;
Owner.Name = Loc.GetString(ContainedBodyPart.Name);
if (Owner.TryGetComponent(out SpriteComponent component))
{
component.LayerSetRSI(0, data.RSIPath);
component.LayerSetState(0, data.RSIState);
if (data.RSIColor.HasValue)
{
component.LayerSetColor(0, data.RSIColor.Value);
}
}
}
private void SendBodySlotListToUser(AfterInteractEventArgs eventArgs, BodyManagerComponent bodyManager)
{
// Create dictionary to send to client (text to be shown : data sent back if selected)
var toSend = new Dictionary<string, int>();
// Here we are trying to grab a list of all empty BodySlots adjacent to an existing BodyPart that can be
// attached to. i.e. an empty left hand slot, connected to an occupied left arm slot would be valid.
var unoccupiedSlots = bodyManager.AllSlots.ToList().Except(bodyManager.OccupiedSlots.ToList()).ToList();
foreach (var slot in unoccupiedSlots)
{
if (!bodyManager.TryGetSlotType(slot, out var typeResult) ||
typeResult != ContainedBodyPart.PartType ||
!bodyManager.TryGetBodyPartConnections(slot, out var parts))
{
continue;
}
foreach (var connectedPart in parts)
{
if (!connectedPart.CanAttachBodyPart(ContainedBodyPart))
{
continue;
}
_optionsCache.Add(_idHash, slot);
toSend.Add(slot, _idHash++);
}
}
if (_optionsCache.Count > 0)
{
OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
UpdateSurgeryUIBodyPartSlotRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
toSend);
_performerCache = eventArgs.User;
_bodyManagerComponentCache = bodyManager;
}
else // If surgery cannot be performed, show message saying so.
{
_sharedNotifyManager.PopupMessage(eventArgs.Target, eventArgs.User,
Loc.GetString("You see no way to install {0:theName}.", Owner));
}
}
/// <summary>
/// Called after the client chooses from a list of possible BodyPartSlots to install the limb on.
/// </summary>
private void HandleReceiveBodyPartSlot(int key)
{
CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
if (!_optionsCache.TryGetValue(key, out var targetObject))
{
_sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache,
Loc.GetString("You see no useful way to attach {0:theName} anymore.", Owner));
}
var target = targetObject as string;
_sharedNotifyManager.PopupMessage(
_bodyManagerComponentCache.Owner,
_performerCache,
!_bodyManagerComponentCache.InstallDroppedBodyPart(this, target)
? Loc.GetString("You can't attach it!")
: Loc.GetString("You attach {0:theName}.", ContainedBodyPart));
}
private void OpenSurgeryUI(IPlayerSession session)
{
_userInterface.Open(session);
}
private void UpdateSurgeryUIBodyPartSlotRequest(IPlayerSession session, Dictionary<string, int> options)
{
_userInterface.SendMessage(new RequestBodyPartSlotSurgeryUIMessage(options), session);
}
private void CloseSurgeryUI(IPlayerSession session)
{
_userInterface.Close(session);
}
private void CloseAllSurgeryUIs()
{
_userInterface.CloseAll();
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
{
switch (message.Message)
{
case ReceiveBodyPartSlotSurgeryUIMessage msg:
HandleReceiveBodyPartSlot(msg.SelectedOptionId);
break;
}
}
}
}