* 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>
489 lines
12 KiB
C#
489 lines
12 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.Mobs;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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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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namespace Content.Server.GameObjects.Components.Mobs
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{
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/// <summary>
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/// When attacked to an <see cref="IDamageableComponent"/>, this component will handle critical and death behaviors
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/// for mobs.
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/// Additionally, it handles sending effects to clients (such as blur effect for unconsciousness) and managing the
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/// health HUD.
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/// </summary>
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[RegisterComponent]
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internal class MobStateManagerComponent : Component, IOnHealthChangedBehavior, IActionBlocker
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{
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private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
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{
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{DamageState.Alive, new NormalState()},
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{DamageState.Critical, new CriticalState()},
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{DamageState.Dead, new DeadState()}
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};
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public override string Name => "MobStateManager";
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private DamageState _currentDamageState;
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public IMobState CurrentMobState { get; private set; } = new NormalState();
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bool IActionBlocker.CanInteract()
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{
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return CurrentMobState.CanInteract();
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentMobState.CanMove();
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentMobState.CanUse();
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}
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bool IActionBlocker.CanThrow()
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{
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return CurrentMobState.CanThrow();
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentMobState.CanSpeak();
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentMobState.CanDrop();
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentMobState.CanPickup();
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentMobState.CanEmote();
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentMobState.CanAttack();
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentMobState.CanEquip();
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentMobState.CanUnequip();
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return CurrentMobState.CanChangeDirection();
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}
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public void OnHealthChanged(HealthChangedEventArgs e)
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{
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if (e.Damageable.CurrentDamageState != _currentDamageState)
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{
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_currentDamageState = e.Damageable.CurrentDamageState;
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CurrentMobState.ExitState(Owner);
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CurrentMobState = _behavior[_currentDamageState];
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CurrentMobState.EnterState(Owner);
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}
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CurrentMobState.UpdateState(Owner);
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}
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public override void Initialize()
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{
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base.Initialize();
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_currentDamageState = DamageState.Alive;
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CurrentMobState = _behavior[_currentDamageState];
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CurrentMobState.EnterState(Owner);
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CurrentMobState.UpdateState(Owner);
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}
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public override void OnRemove()
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{
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// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
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base.OnRemove();
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if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.RemoveStatusEffect(StatusEffect.Health);
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}
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if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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}
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/// <summary>
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/// Defines the blocking effects of an associated <see cref="DamageState"/>
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/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
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/// exiting the state.
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/// </summary>
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public interface IMobState : IActionBlocker
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{
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/// <summary>
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/// Called when this state is entered.
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/// </summary>
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void EnterState(IEntity entity);
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/// <summary>
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/// Called when this state is left for a different state.
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/// </summary>
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void ExitState(IEntity entity);
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/// <summary>
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/// Called when this state is updated.
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/// </summary>
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void UpdateState(IEntity entity);
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}
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/// <summary>
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/// The standard state an entity is in; no negative effects.
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/// </summary>
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public struct NormalState : IMobState
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{
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public void EnterState(IEntity entity)
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{
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UpdateState(entity);
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}
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public void ExitState(IEntity entity) { }
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public void UpdateState(IEntity entity)
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{
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if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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return;
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}
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if (!entity.TryGetComponent(out IDamageableComponent damageable))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human0.png");
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return;
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}
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// TODO
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switch (damageable)
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{
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case RuinableComponent ruinable:
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{
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var modifier = (int) (ruinable.TotalDamage / (ruinable.MaxHp / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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break;
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}
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case BodyManagerComponent body:
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{
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// TODO: Declare body max normal damage (currently 100)
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var modifier = (int) (body.TotalDamage / (100f / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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break;
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}
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default:
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human0.png");
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break;
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}
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}
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}
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bool IActionBlocker.CanInteract()
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{
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return true;
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}
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bool IActionBlocker.CanMove()
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{
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return true;
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}
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bool IActionBlocker.CanUse()
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{
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return true;
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}
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bool IActionBlocker.CanThrow()
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{
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return true;
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}
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bool IActionBlocker.CanSpeak()
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{
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return true;
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}
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bool IActionBlocker.CanDrop()
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{
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return true;
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}
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bool IActionBlocker.CanPickup()
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{
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return true;
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}
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bool IActionBlocker.CanEmote()
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{
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return true;
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}
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bool IActionBlocker.CanAttack()
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{
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return true;
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}
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bool IActionBlocker.CanEquip()
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{
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return true;
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}
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bool IActionBlocker.CanUnequip()
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{
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return true;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return true;
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}
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}
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/// <summary>
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/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
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/// </summary>
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public struct CriticalState : IMobState
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{
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public void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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}
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StandingStateHelper.Down(entity);
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}
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public void ExitState(IEntity entity)
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{
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StandingStateHelper.Standing(entity);
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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public void UpdateState(IEntity entity)
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{
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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bool IActionBlocker.CanThrow()
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{
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return false;
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}
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bool IActionBlocker.CanSpeak()
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{
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return false;
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}
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bool IActionBlocker.CanDrop()
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{
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return false;
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}
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bool IActionBlocker.CanPickup()
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{
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return false;
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}
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bool IActionBlocker.CanEmote()
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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bool IActionBlocker.CanEquip()
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{
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return false;
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}
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bool IActionBlocker.CanUnequip()
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{
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return false;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return false;
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}
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}
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/// <summary>
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/// The state representing a dead entity; allows for ghosting.
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/// </summary>
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public struct DeadState : IMobState
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{
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public void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/humandead.png");
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
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{
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overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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}
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StandingStateHelper.Down(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = false;
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}
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}
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public void ExitState(IEntity entity)
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{
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StandingStateHelper.Standing(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = true;
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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public void UpdateState(IEntity entity)
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{
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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bool IActionBlocker.CanThrow()
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{
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return false;
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}
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bool IActionBlocker.CanSpeak()
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{
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return false;
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}
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bool IActionBlocker.CanDrop()
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{
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return false;
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}
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bool IActionBlocker.CanPickup()
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{
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return false;
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}
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bool IActionBlocker.CanEmote()
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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bool IActionBlocker.CanEquip()
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{
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return false;
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}
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bool IActionBlocker.CanUnequip()
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{
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return false;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return false;
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}
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}
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}
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