Files
tbd-station-14/Content.Server/GameObjects/Components/Recycling/RecyclerComponent.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

206 lines
5.9 KiB
C#

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