* 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>
274 lines
9.6 KiB
C#
274 lines
9.6 KiB
C#
using System;
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using System.Collections.Generic;
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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.Power;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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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.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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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.Weapon.Ranged.Barrels
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{
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[RegisterComponent]
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public sealed class ServerBatteryBarrelComponent : ServerRangedBarrelComponent
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{
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public override string Name => "BatteryBarrel";
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// The minimum change we need before we can fire
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[ViewVariables] private float _lowerChargeLimit;
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[ViewVariables] private int _baseFireCost;
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// What gets fired
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[ViewVariables] private string _ammoPrototype;
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[ViewVariables] public IEntity PowerCellEntity => _powerCellContainer.ContainedEntity;
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public BatteryComponent PowerCell => _powerCellContainer.ContainedEntity.GetComponent<BatteryComponent>();
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private ContainerSlot _powerCellContainer;
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private ContainerSlot _ammoContainer;
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private string _powerCellPrototype;
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[ViewVariables] private bool _powerCellRemovable;
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public override int ShotsLeft
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{
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get
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{
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var powerCell = _powerCellContainer.ContainedEntity;
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if (powerCell == null)
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{
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return 0;
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}
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return (int) Math.Ceiling(powerCell.GetComponent<BatteryComponent>().CurrentCharge / _baseFireCost);
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}
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}
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public override int Capacity
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{
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get
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{
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var powerCell = _powerCellContainer.ContainedEntity;
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if (powerCell == null)
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{
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return 0;
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}
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return (int) Math.Ceiling((float) (powerCell.GetComponent<BatteryComponent>().MaxCharge / _baseFireCost));
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}
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}
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private AppearanceComponent _appearanceComponent;
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// Sounds
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private string _soundPowerCellInsert;
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private string _soundPowerCellEject;
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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 _powerCellPrototype, "powerCellPrototype", null);
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serializer.DataField(ref _powerCellRemovable, "powerCellRemovable", false);
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serializer.DataField(ref _baseFireCost, "fireCost", 300);
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serializer.DataField(ref _ammoPrototype, "ammoPrototype", null);
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serializer.DataField(ref _lowerChargeLimit, "lowerChargeLimit", 10);
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serializer.DataField(ref _soundPowerCellInsert, "soundPowerCellInsert", null);
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serializer.DataField(ref _soundPowerCellEject, "soundPowerCellEject", null);
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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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_powerCellContainer = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powercell-container", Owner, out var existing);
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if (!existing && _powerCellPrototype != null)
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{
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var powerCellEntity = Owner.EntityManager.SpawnEntity(_powerCellPrototype, Owner.Transform.GridPosition);
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_powerCellContainer.Insert(powerCellEntity);
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}
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if (_ammoPrototype != null)
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{
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_ammoContainer = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-ammo-container", Owner);
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}
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if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
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{
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_appearanceComponent = appearanceComponent;
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}
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UpdateAppearance();
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}
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public void UpdateAppearance()
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{
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, _powerCellContainer.ContainedEntity != null);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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public override IEntity PeekAmmo()
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{
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// Spawn a dummy entity because it's easier to work with I guess
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// This will get re-used for the projectile
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var ammo = _ammoContainer.ContainedEntity;
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if (ammo == null)
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{
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ammo = Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.GridPosition);
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_ammoContainer.Insert(ammo);
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}
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return ammo;
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}
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public override IEntity TakeProjectile(GridCoordinates spawnAtGrid, MapCoordinates spawnAtMap)
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{
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var powerCellEntity = _powerCellContainer.ContainedEntity;
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if (powerCellEntity == null)
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{
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return null;
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}
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var capacitor = powerCellEntity.GetComponent<BatteryComponent>();
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if (capacitor.CurrentCharge < _lowerChargeLimit)
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{
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return null;
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}
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// Can fire confirmed
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// Multiply the entity's damage / whatever by the percentage of charge the shot has.
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IEntity entity;
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var chargeChange = Math.Min(capacitor.CurrentCharge, _baseFireCost);
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capacitor.UseCharge(chargeChange);
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var energyRatio = chargeChange / _baseFireCost;
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if (_ammoContainer.ContainedEntity != null)
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{
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entity = _ammoContainer.ContainedEntity;
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_ammoContainer.Remove(entity);
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}
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else
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{
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entity = Owner.Transform.GridID != GridId.Invalid ?
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Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.GridPosition)
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: Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.MapPosition);
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}
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if (entity.TryGetComponent(out ProjectileComponent projectileComponent))
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{
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if (energyRatio < 1.0)
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{
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var newDamages = new Dictionary<DamageType, int>(projectileComponent.Damages.Count);
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foreach (var (damageType, damage) in projectileComponent.Damages)
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{
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newDamages.Add(damageType, (int) (damage * energyRatio));
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}
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projectileComponent.Damages = newDamages;
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}
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} else if (entity.TryGetComponent(out HitscanComponent hitscanComponent))
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{
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hitscanComponent.Damage *= energyRatio;
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hitscanComponent.ColorModifier = energyRatio;
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}
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else
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{
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throw new InvalidOperationException("Ammo doesn't have hitscan or projectile?");
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}
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UpdateAppearance();
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//Dirty();
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return entity;
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}
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public bool TryInsertPowerCell(IEntity entity)
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{
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if (_powerCellContainer.ContainedEntity != null)
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{
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return false;
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}
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if (!entity.HasComponent<BatteryComponent>())
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{
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return false;
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}
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if (_soundPowerCellInsert != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundPowerCellInsert, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
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}
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_powerCellContainer.Insert(entity);
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UpdateAppearance();
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//Dirty();
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return true;
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}
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private IEntity RemovePowerCell()
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{
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if (!_powerCellRemovable || _powerCellContainer.ContainedEntity == null)
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{
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return null;
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}
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var entity = _powerCellContainer.ContainedEntity;
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_powerCellContainer.Remove(entity);
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if (_soundPowerCellEject != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundPowerCellEject, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
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}
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UpdateAppearance();
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//Dirty();
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return entity;
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}
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public override bool UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!_powerCellRemovable)
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{
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return false;
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}
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if (!eventArgs.User.TryGetComponent(out HandsComponent handsComponent) ||
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PowerCellEntity == null)
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{
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return false;
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}
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var itemComponent = PowerCellEntity.GetComponent<ItemComponent>();
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if (!handsComponent.CanPutInHand(itemComponent))
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{
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return false;
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}
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var powerCell = RemovePowerCell();
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handsComponent.PutInHand(itemComponent);
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powerCell.Transform.GridPosition = eventArgs.User.Transform.GridPosition;
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return true;
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}
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public override bool InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!eventArgs.Using.HasComponent<BatteryComponent>())
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{
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return false;
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}
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return TryInsertPowerCell(eventArgs.Using);
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}
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}
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}
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