* 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>
169 lines
5.2 KiB
C#
169 lines
5.2 KiB
C#
using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Throw;
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using Content.Server.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Items.Storage
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{
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[RegisterComponent]
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[ComponentReference(typeof(StorableComponent))]
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[ComponentReference(typeof(IItemComponent))]
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public class ItemComponent : StorableComponent, IInteractHand, IExAct, IEquipped, IUnequipped, IItemComponent
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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private string _equippedPrefix;
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public string EquippedPrefix
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{
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get
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{
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return _equippedPrefix;
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}
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set
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{
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_equippedPrefix = value;
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Dirty();
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}
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}
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public void RemovedFromSlot()
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{
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foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
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{
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component.Visible = true;
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}
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}
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public void EquippedToSlot()
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{
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foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
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{
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component.Visible = false;
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}
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}
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public void Equipped(EquippedEventArgs eventArgs)
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{
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EquippedToSlot();
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}
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public void Unequipped(UnequippedEventArgs eventArgs)
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{
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RemovedFromSlot();
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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 _equippedPrefix, "HeldPrefix", null);
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}
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public bool CanPickup(IEntity user)
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{
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if (!ActionBlockerSystem.CanPickup(user))
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{
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return false;
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}
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if (user.Transform.MapID != Owner.Transform.MapID)
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{
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return false;
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}
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if (Owner.TryGetComponent(out ICollidableComponent physics) &&
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physics.Anchored)
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{
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return false;
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}
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var itemPos = Owner.Transform.MapPosition;
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return InteractionChecks.InRangeUnobstructed(user, itemPos, ignoredEnt: Owner, ignoreInsideBlocker:true);
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}
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public bool InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!CanPickup(eventArgs.User)) return false;
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var hands = eventArgs.User.GetComponent<IHandsComponent>();
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hands.PutInHand(this, hands.ActiveHand, false);
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return true;
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}
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[Verb]
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public sealed class PickUpVerb : Verb<ItemComponent>
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{
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protected override void GetData(IEntity user, ItemComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user) ||
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ContainerHelpers.IsInContainer(component.Owner) ||
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!component.CanPickup(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = "Pick Up";
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}
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protected override void Activate(IEntity user, ItemComponent component)
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{
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if (user.TryGetComponent(out HandsComponent hands) && !hands.IsHolding(component.Owner))
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{
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hands.PutInHand(component);
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}
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}
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}
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public override ComponentState GetComponentState()
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{
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return new ItemComponentState(EquippedPrefix);
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}
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public void OnExplosion(ExplosionEventArgs eventArgs)
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{
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var sourceLocation = eventArgs.Source;
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var targetLocation = eventArgs.Target.Transform.GridPosition;
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var dirVec = (targetLocation.ToMapPos(_mapManager) - sourceLocation.ToMapPos(_mapManager)).Normalized;
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var throwForce = 1.0f;
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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throwForce = 3.0f;
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break;
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case ExplosionSeverity.Heavy:
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throwForce = 2.0f;
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break;
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case ExplosionSeverity.Light:
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throwForce = 1.0f;
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break;
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}
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ThrowHelper.Throw(Owner, throwForce, targetLocation, sourceLocation, true);
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}
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}
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}
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