* 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>
246 lines
8.9 KiB
C#
246 lines
8.9 KiB
C#
using System;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.Interfaces;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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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 Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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/// <summary>
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/// Server behavior for reagent injectors and syringes. Can optionally support both
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/// injection and drawing or just injection. Can inject/draw reagents from solution
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/// containers, and can directly inject into a mobs bloodstream.
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/// </summary>
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[RegisterComponent]
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public class InjectorComponent : SharedInjectorComponent, IAfterInteract, IUse
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{
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#pragma warning disable 649
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[Dependency] private readonly IServerNotifyManager _notifyManager;
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#pragma warning restore 649
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/// <summary>
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/// Whether or not the injector is able to draw from containers or if it's a single use
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/// device that can only inject.
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/// </summary>
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[ViewVariables]
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private bool _injectOnly;
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/// <summary>
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/// Amount to inject or draw on each usage. If the injector is inject only, it will
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/// attempt to inject it's entire contents upon use.
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/// </summary>
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[ViewVariables]
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private ReagentUnit _transferAmount;
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/// <summary>
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/// Initial storage volume of the injector
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/// </summary>
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[ViewVariables]
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private ReagentUnit _initialMaxVolume;
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/// <summary>
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/// The state of the injector. Determines it's attack behavior. Containers must have the
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/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
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/// only ever be set to Inject
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private InjectorToggleMode _toggleState;
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/// <summary>
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/// Internal solution container
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/// </summary>
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[ViewVariables]
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private SolutionComponent _internalContents;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _injectOnly, "injectOnly", false);
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serializer.DataField(ref _initialMaxVolume, "initialMaxVolume", ReagentUnit.New(15));
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5));
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}
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protected override void Startup()
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{
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base.Startup();
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_internalContents = Owner.GetComponent<SolutionComponent>();
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_internalContents.Capabilities |= SolutionCaps.Injector;
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//Set _toggleState based on prototype
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_toggleState = _injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw;
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}
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/// <summary>
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/// Toggle between draw/inject state if applicable
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/// </summary>
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private void Toggle(IEntity user)
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{
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if (_injectOnly)
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{
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return;
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}
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string msg;
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switch (_toggleState)
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{
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case InjectorToggleMode.Inject:
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_toggleState = InjectorToggleMode.Draw;
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msg = "Now drawing";
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break;
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case InjectorToggleMode.Draw:
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_toggleState = InjectorToggleMode.Inject;
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msg = "Now injecting";
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_notifyManager.PopupMessage(Owner, user, Loc.GetString(msg));
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Dirty();
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}
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/// <summary>
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/// Called when clicking on entities while holding in active hand
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/// </summary>
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/// <param name="eventArgs"></param>
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!InteractionChecks.InRangeUnobstructed(eventArgs)) return;
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//Make sure we have the attacking entity
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if (eventArgs.Target == null || !_internalContents.Injector)
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{
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return;
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}
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var targetEntity = eventArgs.Target;
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//Handle injecting/drawing for solutions
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if (targetEntity.TryGetComponent<SolutionComponent>(out var targetSolution) && targetSolution.Injectable)
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{
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if (_toggleState == InjectorToggleMode.Inject)
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{
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TryInject(targetSolution, eventArgs.User);
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}
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else if (_toggleState == InjectorToggleMode.Draw)
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{
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TryDraw(targetSolution, eventArgs.User);
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}
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}
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else //Handle injecting into bloodstream
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{
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if (targetEntity.TryGetComponent(out BloodstreamComponent bloodstream) &&
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_toggleState == InjectorToggleMode.Inject)
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{
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TryInjectIntoBloodstream(bloodstream, eventArgs.User);
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}
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}
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}
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/// <summary>
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/// Called when use key is pressed when held in active hand
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Toggle(eventArgs.User);
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return true;
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}
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private void TryInjectIntoBloodstream(BloodstreamComponent targetBloodstream, IEntity user)
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{
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if (_internalContents.CurrentVolume == 0)
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{
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return;
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}
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//Get transfer amount. May be smaller than _transferAmount if not enough room
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var realTransferAmount = ReagentUnit.Min(_transferAmount, targetBloodstream.EmptyVolume);
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if (realTransferAmount <= 0)
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
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Loc.GetString("Container full."));
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return;
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}
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//Move units from attackSolution to targetSolution
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var removedSolution = _internalContents.SplitSolution(realTransferAmount);
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if (!targetBloodstream.TryTransferSolution(removedSolution))
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{
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return;
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}
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
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Loc.GetString("Injected {0}u", removedSolution.TotalVolume));
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Dirty();
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}
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private void TryInject(SolutionComponent targetSolution, IEntity user)
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{
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if (_internalContents.CurrentVolume == 0)
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{
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return;
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}
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//Get transfer amount. May be smaller than _transferAmount if not enough room
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var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.EmptyVolume);
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if (realTransferAmount <= 0)
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
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Loc.GetString("Container full."));
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return;
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}
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//Move units from attackSolution to targetSolution
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var removedSolution = _internalContents.SplitSolution(realTransferAmount);
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if (!targetSolution.TryAddSolution(removedSolution))
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{
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return;
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}
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
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Loc.GetString("Injected {0}u", removedSolution.TotalVolume));
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Dirty();
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}
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private void TryDraw(SolutionComponent targetSolution, IEntity user)
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{
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if (_internalContents.EmptyVolume == 0)
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{
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return;
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}
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//Get transfer amount. May be smaller than _transferAmount if not enough room
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var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.CurrentVolume);
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if (realTransferAmount <= 0)
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
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Loc.GetString("Container empty"));
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return;
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}
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//Move units from attackSolution to targetSolution
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var removedSolution = targetSolution.SplitSolution(realTransferAmount);
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if (!_internalContents.TryAddSolution(removedSolution))
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{
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return;
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}
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
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Loc.GetString("Drew {0}u", removedSolution.TotalVolume));
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Dirty();
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}
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public override ComponentState GetComponentState()
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{
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return new InjectorComponentState(_internalContents.CurrentVolume, _internalContents.MaxVolume, _toggleState);
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}
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}
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}
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