Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/SharedBodyManagerComponent.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

121 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body
{
public abstract class SharedBodyManagerComponent : DamageableComponent, IBodyManagerComponent
{
public override string Name => "BodyManager";
public override uint? NetID => ContentNetIDs.BODY_MANAGER;
public override List<DamageState> SupportedDamageStates => new List<DamageState> {DamageState.Alive, DamageState.Critical, DamageState.Dead};
public override DamageState CurrentDamageState =>
CurrentDamageState = TotalDamage > 200
? DamageState.Dead
: TotalDamage > 100
? DamageState.Critical
: DamageState.Alive;
}
[Serializable, NetSerializable]
public sealed class BodyPartAddedMessage : ComponentMessage
{
public readonly string RSIPath;
public readonly string RSIState;
public readonly Enum RSIMap;
public BodyPartAddedMessage(string rsiPath, string rsiState, Enum rsiMap)
{
Directed = true;
RSIPath = rsiPath;
RSIState = rsiState;
RSIMap = rsiMap;
}
}
[Serializable, NetSerializable]
public sealed class BodyPartRemovedMessage : ComponentMessage
{
public readonly Enum RSIMap;
public readonly EntityUid? Dropped;
public BodyPartRemovedMessage(Enum rsiMap, EntityUid? dropped = null)
{
Directed = true;
RSIMap = rsiMap;
Dropped = dropped;
}
}
[Serializable, NetSerializable]
public sealed class MechanismSpriteAddedMessage : ComponentMessage
{
public readonly Enum RSIMap;
public MechanismSpriteAddedMessage(Enum rsiMap)
{
Directed = true;
RSIMap = rsiMap;
}
}
[Serializable, NetSerializable]
public sealed class MechanismSpriteRemovedMessage : ComponentMessage
{
public readonly Enum RSIMap;
public MechanismSpriteRemovedMessage(Enum rsiMap)
{
Directed = true;
RSIMap = rsiMap;
}
}
/// <summary>
/// Used to determine whether a BodyPart can connect to another BodyPart.
/// </summary>
[Serializable, NetSerializable]
public enum BodyPartCompatibility
{
Universal = 0,
Biological,
Mechanical
}
/// <summary>
/// Each BodyPart has a BodyPartType used to determine a variety of things.
/// For instance, what slots it can fit into.
/// </summary>
[Serializable, NetSerializable]
public enum BodyPartType
{
Other = 0,
Torso,
Head,
Arm,
Hand,
Leg,
Foot
}
/// <summary>
/// Defines a surgery operation that can be performed.
/// </summary>
[Serializable, NetSerializable]
public enum SurgeryType
{
None = 0,
Incision,
Retraction,
Cauterization,
VesselCompression,
Drilling,
Amputation
}
}