Files
tbd-station-14/Content.Server/GameObjects/Components/Gravity/GravityGeneratorComponent.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

205 lines
6.2 KiB
C#

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