* 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>
218 lines
7.0 KiB
C#
218 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Body.Digestive;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Utensil;
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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.Utensil;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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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.Nutrition
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{
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[RegisterComponent]
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[ComponentReference(typeof(IAfterInteract))]
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public class FoodComponent : Component, IUse, IAfterInteract
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntitySystemManager _entitySystem;
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#pragma warning restore 649
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public override string Name => "Food";
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[ViewVariables]
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private string _useSound;
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[ViewVariables]
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private string _trashPrototype;
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[ViewVariables]
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private SolutionComponent _contents;
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[ViewVariables]
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private ReagentUnit _transferAmount;
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private UtensilType _utensilsNeeded;
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public int UsesRemaining => _contents.CurrentVolume == 0
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?
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0 : Math.Max(1, (int)Math.Ceiling((_contents.CurrentVolume / _transferAmount).Float()));
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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 _useSound, "useSound", "/Audio/Items/eatfood.ogg");
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5));
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serializer.DataField(ref _trashPrototype, "trash", null);
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serializer.DataReadWriteFunction(
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"utensils",
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new List<UtensilType>(),
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types => types.ForEach(type => _utensilsNeeded |= type),
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() =>
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{
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var types = new List<UtensilType>();
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foreach (UtensilType type in Enum.GetValues(typeof(UtensilType)))
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{
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if ((_utensilsNeeded & type) != 0)
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{
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types.Add(type);
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}
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}
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return types;
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});
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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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_contents = Owner.GetComponent<SolutionComponent>();
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (_utensilsNeeded != UtensilType.None)
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{
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eventArgs.User.PopupMessage(eventArgs.User, Loc.GetString("You need to use a {0} to eat that!", _utensilsNeeded));
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return false;
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}
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return TryUseFood(eventArgs.User, null);
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}
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// Feeding someone else
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return;
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}
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TryUseFood(eventArgs.User, eventArgs.Target);
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}
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public virtual bool TryUseFood(IEntity user, IEntity target, UtensilComponent utensilUsed = null)
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{
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if (user == null)
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{
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return false;
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}
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if (UsesRemaining <= 0)
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{
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user.PopupMessage(user, Loc.GetString("{0:TheName} is empty!", Owner));
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return false;
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}
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var trueTarget = target ?? user;
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if (!trueTarget.TryGetComponent(out StomachComponent stomach))
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{
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return false;
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}
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var utensils = utensilUsed != null
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? new List<UtensilComponent> {utensilUsed}
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: null;
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if (_utensilsNeeded != UtensilType.None)
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{
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utensils = new List<UtensilComponent>();
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var types = UtensilType.None;
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if (user.TryGetComponent(out HandsComponent hands))
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{
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foreach (var item in hands.GetAllHeldItems())
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{
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if (!item.Owner.TryGetComponent(out UtensilComponent utensil))
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{
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continue;
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}
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utensils.Add(utensil);
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types |= utensil.Types;
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}
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}
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if (!types.HasFlag(_utensilsNeeded))
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{
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trueTarget.PopupMessage(user, Loc.GetString("You need to be holding a {0} to eat that!", _utensilsNeeded));
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return false;
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}
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}
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if (!InteractionChecks.InRangeUnobstructed(user, trueTarget.Transform.MapPosition))
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{
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return false;
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}
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var transferAmount = ReagentUnit.Min(_transferAmount, _contents.CurrentVolume);
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var split = _contents.SplitSolution(transferAmount);
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if (!stomach.TryTransferSolution(split))
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{
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_contents.TryAddSolution(split);
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trueTarget.PopupMessage(user, Loc.GetString("You can't eat any more!"));
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return false;
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}
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(_useSound, trueTarget, AudioParams.Default.WithVolume(-1f));
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trueTarget.PopupMessage(user, Loc.GetString("Nom"));
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// If utensils were used
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if (utensils != null)
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{
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foreach (var utensil in utensils)
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{
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utensil.TryBreak(user);
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}
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}
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if (UsesRemaining > 0)
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{
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return true;
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}
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if (string.IsNullOrEmpty(_trashPrototype))
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{
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Owner.Delete();
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return true;
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}
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//We're empty. Become trash.
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var position = Owner.Transform.GridPosition;
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var finisher = Owner.EntityManager.SpawnEntity(_trashPrototype, position);
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// If the user is holding the item
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if (user.TryGetComponent(out HandsComponent handsComponent) &&
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handsComponent.IsHolding(Owner))
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{
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Owner.Delete();
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// Put the trash in the user's hand
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if (finisher.TryGetComponent(out ItemComponent item) &&
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handsComponent.CanPutInHand(item))
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{
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handsComponent.PutInHand(item);
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}
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}
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else
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{
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Owner.Delete();
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}
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return true;
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}
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}
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}
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