* 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>
102 lines
3.2 KiB
C#
102 lines
3.2 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Threading.Tasks;
|
|
using Content.Server.GameObjects.Components;
|
|
using Content.Shared.GameObjects.Components.Damage;
|
|
using JetBrains.Annotations;
|
|
using Robust.Server.Interfaces.Timing;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.IoC;
|
|
|
|
namespace Content.Server.GameObjects.EntitySystems.DoAfter
|
|
{
|
|
[UsedImplicitly]
|
|
public sealed class DoAfterSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
|
|
{
|
|
if (_pauseManager.IsGridPaused(comp.Owner.Transform.GridID)) continue;
|
|
|
|
var cancelled = new List<DoAfter>(0);
|
|
var finished = new List<DoAfter>(0);
|
|
|
|
foreach (var doAfter in comp.DoAfters)
|
|
{
|
|
doAfter.Run(frameTime);
|
|
|
|
switch (doAfter.Status)
|
|
{
|
|
case DoAfterStatus.Running:
|
|
break;
|
|
case DoAfterStatus.Cancelled:
|
|
cancelled.Add(doAfter);
|
|
break;
|
|
case DoAfterStatus.Finished:
|
|
finished.Add(doAfter);
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
}
|
|
|
|
foreach (var doAfter in cancelled)
|
|
{
|
|
comp.Cancelled(doAfter);
|
|
}
|
|
|
|
foreach (var doAfter in finished)
|
|
{
|
|
comp.Finished(doAfter);
|
|
}
|
|
|
|
finished.Clear();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tasks that are delayed until the specified time has passed
|
|
/// These can be potentially cancelled by the user moving or when other things happen.
|
|
/// </summary>
|
|
/// <param name="eventArgs"></param>
|
|
/// <returns></returns>
|
|
public async Task<DoAfterStatus> DoAfter(DoAfterEventArgs eventArgs)
|
|
{
|
|
// Setup
|
|
var doAfter = new DoAfter(eventArgs);
|
|
// Caller's gonna be responsible for this I guess
|
|
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
|
|
doAfterComponent.Add(doAfter);
|
|
IDamageableComponent? damageableComponent = null;
|
|
|
|
// TODO: If the component's deleted this may not get unsubscribed?
|
|
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
|
|
{
|
|
damageableComponent.HealthChangedEvent += doAfter.HandleDamage;
|
|
}
|
|
|
|
await doAfter.AsTask;
|
|
|
|
if (damageableComponent != null)
|
|
{
|
|
damageableComponent.HealthChangedEvent -= doAfter.HandleDamage;
|
|
}
|
|
|
|
return doAfter.Status;
|
|
}
|
|
}
|
|
|
|
public enum DoAfterStatus
|
|
{
|
|
Running,
|
|
Cancelled,
|
|
Finished,
|
|
}
|
|
}
|