* 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>
205 lines
6.2 KiB
C#
205 lines
6.2 KiB
C#
using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects.Components.Gravity;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.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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namespace Content.Server.GameObjects.Components.Gravity
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{
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[RegisterComponent]
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public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IInteractUsing, IBreakAct, IInteractHand
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{
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private BoundUserInterface _userInterface;
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private PowerReceiverComponent _powerReceiver;
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private SpriteComponent _sprite;
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private bool _switchedOn;
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private bool _intact;
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private GravityGeneratorStatus _status;
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public bool Powered => _powerReceiver.Powered;
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public bool SwitchedOn => _switchedOn;
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public bool Intact => _intact;
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public GravityGeneratorStatus Status => _status;
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public bool NeedsUpdate
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{
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get
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{
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switch (_status)
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{
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case GravityGeneratorStatus.On:
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return !(Powered && SwitchedOn && Intact);
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case GravityGeneratorStatus.Off:
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return SwitchedOn || !(Powered && Intact);
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case GravityGeneratorStatus.Unpowered:
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return SwitchedOn || Powered || !Intact;
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case GravityGeneratorStatus.Broken:
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return SwitchedOn || Powered || Intact;
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default:
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return true; // This _should_ be unreachable
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}
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}
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}
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public override string Name => "GravityGenerator";
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
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.GetBoundUserInterface(GravityGeneratorUiKey.Key);
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_userInterface.OnReceiveMessage += HandleUIMessage;
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_powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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_sprite = Owner.GetComponent<SpriteComponent>();
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_switchedOn = true;
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_intact = true;
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_status = GravityGeneratorStatus.On;
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UpdateState();
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}
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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 _switchedOn, "switched_on", true);
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serializer.DataField(ref _intact, "intact", true);
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent<IActorComponent>(out var actor))
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return false;
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if (Status != GravityGeneratorStatus.Off && Status != GravityGeneratorStatus.On)
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{
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return false;
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}
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OpenUserInterface(actor.playerSession);
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return true;
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}
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public bool InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!eventArgs.Using.TryGetComponent(out WelderComponent tool))
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return false;
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if (!tool.UseTool(eventArgs.User, Owner, ToolQuality.Welding, 5f))
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return false;
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// Repair generator
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var breakable = Owner.GetComponent<BreakableComponent>();
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breakable.FixAllDamage();
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_intact = true;
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var notifyManager = IoCManager.Resolve<IServerNotifyManager>();
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notifyManager.PopupMessage(Owner, eventArgs.User, Loc.GetString("You repair {0:theName} with {1:theName}", Owner, eventArgs.Using));
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return true;
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}
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public void OnBreak(BreakageEventArgs eventArgs)
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{
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_intact = false;
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_switchedOn = false;
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}
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public void UpdateState()
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{
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if (!Intact)
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{
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MakeBroken();
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}
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else if (!Powered)
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{
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MakeUnpowered();
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}
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else if (!SwitchedOn)
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{
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MakeOff();
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}
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else
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{
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MakeOn();
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}
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}
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private void HandleUIMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case GeneratorStatusRequestMessage _:
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_userInterface.SetState(new GeneratorState(Status == GravityGeneratorStatus.On));
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break;
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case SwitchGeneratorMessage msg:
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_switchedOn = msg.On;
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UpdateState();
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break;
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default:
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break;
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}
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}
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private void OpenUserInterface(IPlayerSession playerSession)
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{
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_userInterface.Open(playerSession);
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}
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private void MakeBroken()
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{
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_status = GravityGeneratorStatus.Broken;
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_sprite.LayerSetState(0, "broken");
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_sprite.LayerSetVisible(1, false);
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}
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private void MakeUnpowered()
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{
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_status = GravityGeneratorStatus.Unpowered;
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_sprite.LayerSetState(0, "off");
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_sprite.LayerSetVisible(1, false);
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}
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private void MakeOff()
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{
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_status = GravityGeneratorStatus.Off;
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_sprite.LayerSetState(0, "off");
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_sprite.LayerSetVisible(1, false);
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}
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private void MakeOn()
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{
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_status = GravityGeneratorStatus.On;
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_sprite.LayerSetState(0, "on");
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_sprite.LayerSetVisible(1, true);
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}
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}
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public enum GravityGeneratorStatus
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{
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Broken,
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Unpowered,
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Off,
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On
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}
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}
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