Files
tbd-station-14/Content.Server/GameTicking/GameTickerCommands.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

428 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Players;
using Content.Shared.Maps;
using Content.Shared.Roles;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking
{
class DelayStartCommand : IClientCommand
{
public string Command => "delaystart";
public string Description => "Delays the round start.";
public string Help => $"Usage: {Command} <seconds>\nPauses/Resumes the countdown if no argument is provided.";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
{
shell.SendText(player, "This can only be executed while the game is in the pre-round lobby.");
return;
}
if (args.Length == 0)
{
var paused = ticker.TogglePause();
shell.SendText(player, paused ? "Paused the countdown." : "Resumed the countdown.");
return;
}
if (args.Length != 1)
{
shell.SendText(player, "Need zero or one arguments.");
return;
}
if (!uint.TryParse(args[0], out var seconds) || seconds == 0)
{
shell.SendText(player, $"{args[0]} isn't a valid amount of seconds.");
return;
}
var time = TimeSpan.FromSeconds(seconds);
if (!ticker.DelayStart(time))
{
shell.SendText(player, "An unknown error has occurred.");
}
}
}
class StartRoundCommand : IClientCommand
{
public string Command => "startround";
public string Description => "Ends PreRoundLobby state and starts the round.";
public string Help => String.Empty;
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
{
shell.SendText(player, "This can only be executed while the game is in the pre-round lobby.");
return;
}
ticker.StartRound();
}
}
class EndRoundCommand : IClientCommand
{
public string Command => "endround";
public string Description => "Ends the round and moves the server to PostRound.";
public string Help => String.Empty;
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
if (ticker.RunLevel != GameRunLevel.InRound)
{
shell.SendText(player, "This can only be executed while the game is in a round.");
return;
}
ticker.EndRound();
}
}
class NewRoundCommand : IClientCommand
{
public string Command => "restartround";
public string Description => "Moves the server from PostRound to a new PreRoundLobby.";
public string Help => String.Empty;
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.RestartRound();
}
}
class RespawnCommand : IClientCommand
{
public string Command => "respawn";
public string Description => "Respawns a player, kicking them back to the lobby.";
public string Help => "respawn [player]";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (args.Length > 1)
{
shell.SendText(player, "Must provide <= 1 argument.");
return;
}
var playerMgr = IoCManager.Resolve<IPlayerManager>();
var ticker = IoCManager.Resolve<IGameTicker>();
NetSessionId sessionId;
if (args.Length == 0)
{
if (player == null)
{
shell.SendText((IPlayerSession)null, "If not a player, an argument must be given.");
return;
}
sessionId = player.SessionId;
}
else
{
sessionId = new NetSessionId(args[0]);
}
if (!playerMgr.TryGetSessionById(sessionId, out var targetPlayer))
{
if (!playerMgr.TryGetPlayerData(sessionId, out var data))
{
shell.SendText(player, "Unknown player");
return;
}
data.ContentData().WipeMind();
shell.SendText(player,
"Player is not currently online, but they will respawn if they come back online");
return;
}
ticker.Respawn(targetPlayer);
}
}
class ObserveCommand : IClientCommand
{
public string Command => "observe";
public string Description => "";
public string Help => "";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
return;
}
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.MakeObserve(player);
}
}
class JoinGameCommand : IClientCommand
{
#pragma warning disable 649
[Dependency] private IPrototypeManager _prototypeManager;
#pragma warning restore 649
public string Command => "joingame";
public string Description => "";
public string Help => "";
public JoinGameCommand()
{
IoCManager.InjectDependencies(this);
}
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var output = string.Join(".", args);
if (player == null)
{
return;
}
var ticker = IoCManager.Resolve<IGameTicker>();
if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
{
shell.SendText(player, "Round has not started.");
return;
}
else if(ticker.RunLevel == GameRunLevel.InRound)
{
string ID = args[0];
var positions = ticker.GetAvailablePositions();
if(positions.GetValueOrDefault(ID, 0) == 0) //n < 0 is treated as infinite
{
var jobPrototype = _prototypeManager.Index<JobPrototype>(ID);
shell.SendText(player, $"{jobPrototype.Name} has no available slots.");
return;
}
ticker.MakeJoinGame(player, args[0].ToString());
return;
}
ticker.MakeJoinGame(player, null);
}
}
class ToggleReadyCommand : IClientCommand
{
public string Command => "toggleready";
public string Description => "";
public string Help => "";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
return;
}
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.ToggleReady(player, bool.Parse(args[0]));
}
}
class SetGamePresetCommand : IClientCommand
{
public string Command => "setgamepreset";
public string Description => "";
public string Help => "";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (args.Length != 1)
{
shell.SendText(player, "Need exactly one argument.");
return;
}
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.SetStartPreset(args[0]);
}
}
class ForcePresetCommand : IClientCommand
{
public string Command => "forcepreset";
public string Description => "Forces a specific game preset to start for the current lobby.";
public string Help => $"Usage: {Command} <preset>";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
{
shell.SendText(player, "This can only be executed while the game is in the pre-round lobby.");
return;
}
if (args.Length != 1)
{
shell.SendText(player, "Need exactly one argument.");
return;
}
var name = args[0];
if (!ticker.TryGetPreset(name, out var type))
{
shell.SendText(player, $"No preset exists with name {name}.");
return;
}
ticker.SetStartPreset(type, true);
shell.SendText(player, $"Forced the game to start with preset {name}.");
}
}
class MappingCommand : IClientCommand
{
public string Command => "mapping";
public string Description => "Creates and teleports you to a new uninitialized map for mapping.";
public string Help => $"Usage: {Command} <id> <mapname>";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
shell.SendText(player, "Only players can use this command");
return;
}
if (args.Length != 2)
{
shell.SendText(player, Help);
return;
}
shell.ExecuteCommand(player, $"addmap {args[0]} false");
shell.ExecuteCommand(player, $"loadbp {args[0]} \"{CommandParsing.Escape(args[1])}\"");
shell.ExecuteCommand(player, $"aghost");
shell.ExecuteCommand(player, $"tp 0 0 {args[0]}");
shell.SendText(player, $"Created unloaded map from file {args[1]} with id {args[0]}. Use \"savebp 4 foo.yml\" to save it.");
}
}
class TileWallsCommand : IClientCommand
{
// ReSharper disable once StringLiteralTypo
public string Command => "tilewalls";
public string Description => "Puts an underplating tile below every wall on a grid.";
public string Help => $"Usage: {Command} <gridId> | {Command}";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
GridId gridId;
switch (args.Length)
{
case 0:
if (player?.AttachedEntity == null)
{
shell.SendText((IPlayerSession) null, "Only a player can run this command.");
return;
}
gridId = player.AttachedEntity.Transform.GridID;
break;
case 1:
if (!int.TryParse(args[0], out var id))
{
shell.SendText(player, $"{args[0]} is not a valid integer.");
return;
}
gridId = new GridId(id);
break;
default:
shell.SendText(player, Help);
return;
}
var mapManager = IoCManager.Resolve<IMapManager>();
if (!mapManager.TryGetGrid(gridId, out var grid))
{
shell.SendText(player, $"No grid exists with id {gridId}");
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
{
shell.SendText(player, $"Grid {gridId} doesn't have an associated grid entity.");
return;
}
var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
var underplating = tileDefinitionManager["underplating"];
var underplatingTile = new Tile(underplating.TileId);
var changed = 0;
foreach (var childUid in gridEntity.Transform.ChildEntityUids)
{
if (!entityManager.TryGetEntity(childUid, out var childEntity))
{
continue;
}
var prototype = childEntity.Prototype;
while (true)
{
if (prototype?.Parent == null)
{
break;
}
prototype = prototype.Parent;
}
if (prototype?.ID != "base_wall")
{
continue;
}
if (!childEntity.TryGetComponent(out SnapGridComponent snapGrid))
{
continue;
}
var tile = grid.GetTileRef(childEntity.Transform.GridPosition);
var tileDef = (ContentTileDefinition) tileDefinitionManager[tile.Tile.TypeId];
if (tileDef.Name == "underplating")
{
continue;
}
grid.SetTile(childEntity.Transform.GridPosition, underplatingTile);
changed++;
}
shell.SendText(player, $"Changed {changed} tiles.");
}
}
}