* 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>
206 lines
5.9 KiB
C#
206 lines
5.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.Components.Conveyor;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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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.Shared.Construction;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Recycling;
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using Content.Shared.GameObjects.Components.Rotation;
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using Content.Shared.Physics;
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using Robust.Server.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.GameObjects.Components.Map;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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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.Recycling
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{
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// TODO: Add sound and safe beep
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[RegisterComponent]
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public class RecyclerComponent : Component, ICollideBehavior
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntityManager _entityManager = default!;
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#pragma warning restore 649
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public override string Name => "Recycler";
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/// <summary>
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/// Whether or not sentient beings will be recycled
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/// </summary>
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[ViewVariables]
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private bool _safe;
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/// <summary>
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/// The percentage of material that will be recovered
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/// </summary>
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[ViewVariables]
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private int _efficiency; // TODO
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private bool Powered =>
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!Owner.TryGetComponent(out PowerReceiverComponent receiver) ||
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receiver.Powered;
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private void Bloodstain()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(RecyclerVisuals.Bloody, true);
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}
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}
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private void Clean()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(RecyclerVisuals.Bloody, false);
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}
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}
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private bool CanGib(IEntity entity)
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{
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return entity.HasComponent<IBodyManagerComponent>() && !_safe && Powered;
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}
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private bool CanRecycle(IEntity entity, [MaybeNullWhen(false)] out ConstructionPrototype prototype)
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{
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prototype = null;
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var constructionSystem = EntitySystem.Get<ConstructionSystem>();
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var entityId = entity.MetaData.EntityPrototype?.ID;
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if (entityId == null ||
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!constructionSystem.CraftRecipes.TryGetValue(entityId, out prototype))
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{
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return false;
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}
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return Powered;
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}
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private void Recycle(IEntity entity)
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{
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// TODO: Prevent collision with recycled items
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if (CanGib(entity))
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{
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entity.Delete(); // TODO: Gib
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Bloodstain();
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return;
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}
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if (!CanRecycle(entity, out var prototype))
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{
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return;
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}
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var constructionSystem = EntitySystem.Get<ConstructionSystem>();
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var recyclerPosition = Owner.Transform.MapPosition;
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foreach (var stage in prototype.Stages)
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{
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if (!(stage.Forward is ConstructionStepMaterial step))
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{
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continue;
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}
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constructionSystem.SpawnIngredient(recyclerPosition, step);
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}
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entity.Delete();
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}
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private bool CanRun()
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{
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if (Owner.TryGetComponent(out PowerReceiverComponent receiver) &&
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!receiver.Powered)
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{
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return false;
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}
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if (Owner.HasComponent<ItemComponent>())
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{
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return false;
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}
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return true;
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}
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private bool CanMove(IEntity entity)
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{
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if (entity == Owner)
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{
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return false;
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}
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if (!entity.TryGetComponent(out ICollidableComponent collidable) ||
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collidable.Anchored)
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{
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return false;
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}
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if (entity.HasComponent<ConveyorComponent>())
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{
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return false;
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}
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if (entity.HasComponent<IMapGridComponent>())
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{
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return false;
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}
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if (ContainerHelpers.IsInContainer(entity))
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{
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return false;
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}
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return true;
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}
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public void Update(float frameTime)
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{
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if (!CanRun())
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{
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return;
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}
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var intersecting = _entityManager.GetEntitiesIntersecting(Owner, true);
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var direction = Vector2.UnitX;
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foreach (var entity in intersecting)
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{
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if (!CanMove(entity))
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{
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continue;
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}
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if (entity.TryGetComponent(out ICollidableComponent collidable))
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{
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var controller = collidable.EnsureController<ConveyedController>();
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controller.Move(direction, frameTime);
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}
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}
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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 _safe, "safe", true);
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serializer.DataField(ref _efficiency, "efficiency", 25);
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}
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void ICollideBehavior.CollideWith(IEntity collidedWith)
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{
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Recycle(collidedWith);
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}
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}
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}
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