Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerBatteryBarrelComponent.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

274 lines
9.6 KiB
C#

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