* 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>
175 lines
5.1 KiB
C#
175 lines
5.1 KiB
C#
#nullable enable
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using System;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Damage;
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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.Mobs;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.EntitySystems.DoAfter
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{
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public sealed class DoAfter
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{
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public Task<DoAfterStatus> AsTask { get; }
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private TaskCompletionSource<DoAfterStatus> Tcs { get;}
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public DoAfterEventArgs EventArgs;
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public TimeSpan StartTime { get; }
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public float Elapsed { get; set; }
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public GridCoordinates UserGrid { get; }
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public GridCoordinates TargetGrid { get; }
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private bool _tookDamage;
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public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
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// NeedHand
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private string? _activeHand;
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private ItemComponent? _activeItem;
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public DoAfter(DoAfterEventArgs eventArgs)
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{
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EventArgs = eventArgs;
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StartTime = IoCManager.Resolve<IGameTiming>().CurTime;
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if (eventArgs.BreakOnUserMove)
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{
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UserGrid = eventArgs.User.Transform.GridPosition;
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}
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if (eventArgs.BreakOnTargetMove)
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{
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// Target should never be null if the bool is set.
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TargetGrid = eventArgs.Target!.Transform.GridPosition;
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}
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// For this we need to stay on the same hand slot and need the same item in that hand slot
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// (or if there is no item there we need to keep it free).
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if (eventArgs.NeedHand && eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
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{
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_activeHand = handsComponent.ActiveHand;
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_activeItem = handsComponent.GetActiveHand;
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}
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Tcs = new TaskCompletionSource<DoAfterStatus>();
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AsTask = Tcs.Task;
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}
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public void HandleDamage(HealthChangedEventArgs args)
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{
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_tookDamage = true;
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}
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public void Run(float frameTime)
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{
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switch (Status)
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{
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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case DoAfterStatus.Finished:
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return;
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default:
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throw new ArgumentOutOfRangeException();
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}
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Elapsed += frameTime;
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if (IsFinished())
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{
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Tcs.SetResult(DoAfterStatus.Finished);
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return;
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}
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if (IsCancelled())
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{
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Tcs.SetResult(DoAfterStatus.Cancelled);
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}
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}
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private bool IsCancelled()
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{
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//https://github.com/tgstation/tgstation/blob/1aa293ea337283a0191140a878eeba319221e5df/code/__HELPERS/mobs.dm
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if (EventArgs.CancelToken.IsCancellationRequested)
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{
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return true;
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}
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// TODO :Handle inertia in space.
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if (EventArgs.BreakOnUserMove && EventArgs.User.Transform.GridPosition != UserGrid)
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{
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return true;
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}
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if (EventArgs.BreakOnTargetMove && EventArgs.Target!.Transform.GridPosition != TargetGrid)
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{
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return true;
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}
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if (EventArgs.BreakOnDamage && _tookDamage)
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{
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return true;
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}
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if (EventArgs.ExtraCheck != null && !EventArgs.ExtraCheck.Invoke())
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{
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return true;
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}
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if (EventArgs.BreakOnStun &&
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EventArgs.User.TryGetComponent(out StunnableComponent stunnableComponent) &&
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stunnableComponent.Stunned)
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{
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return true;
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}
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if (EventArgs.NeedHand)
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{
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if (!EventArgs.User.TryGetComponent(out HandsComponent handsComponent))
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{
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// If we had a hand but no longer have it that's still a paddlin'
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if (_activeHand != null)
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{
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return true;
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}
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}
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else
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{
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var currentActiveHand = handsComponent.ActiveHand;
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if (_activeHand != currentActiveHand)
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{
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return true;
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}
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var currentItem = handsComponent.GetActiveHand;
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if (_activeItem != currentItem)
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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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return false;
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}
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private bool IsFinished()
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{
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if (Elapsed <= EventArgs.Delay)
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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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}
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}
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