* 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>
224 lines
8.6 KiB
C#
224 lines
8.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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public interface IDamageableComponent : IComponent, IExAct
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{
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/// <summary>
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/// Called when the entity's <see cref="IDamageableComponent"/> values change.
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/// Of note is that a "deal 0 damage" call will still trigger this event
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/// (including both damage negated by resistance or simply inputting 0 as
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/// the amount of damage to deal).
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/// </summary>
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event Action<HealthChangedEventArgs> HealthChangedEvent;
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/// <summary>
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/// List of all <see cref="DamageState">DamageStates</see> that
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/// <see cref="CurrentDamageState"/> can be.
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/// </summary>
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List<DamageState> SupportedDamageStates { get; }
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/// <summary>
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/// The <see cref="DamageState"/> currently representing this component.
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/// </summary>
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DamageState CurrentDamageState { get; }
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/// <summary>
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/// Sum of all damages taken.
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/// </summary>
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int TotalDamage { get; }
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/// <summary>
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/// The amount of damage mapped by <see cref="DamageClass"/>.
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/// </summary>
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IReadOnlyDictionary<DamageClass, int> DamageClasses { get; }
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/// <summary>
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/// The amount of damage mapped by <see cref="DamageType"/>.
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/// </summary>
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IReadOnlyDictionary<DamageType, int> DamageTypes { get; }
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/// <summary>
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/// Gets the amount of damage of a type.
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/// </summary>
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/// <param name="type">The type to get the damage of.</param>
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/// <param name="damage">The amount of damage of that type.</param>
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/// <returns>
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/// True if the given <see cref="type"/> is supported, false otherwise.
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/// </returns>
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bool TryGetDamage(DamageType type, [NotNullWhen(true)] out int damage);
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/// <summary>
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/// Changes the specified <see cref="DamageType"/>, applying
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/// resistance values only if it is damage.
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/// </summary>
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/// <param name="type">Type of damage being changed.</param>
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/// <param name="amount">
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/// Amount of damage being received (positive for damage, negative for heals).
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/// </param>
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/// <param name="ignoreResistances">
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/// Whether or not to ignore resistances.
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/// Healing always ignores resistances, regardless of this input.
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/// </param>
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/// <param name="source">
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/// The entity that dealt or healed the damage, if any.
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/// </param>
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/// <param name="extraParams">
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/// Extra parameters that some components may require, such as a specific limb to target.
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/// </param>
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/// <returns>
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/// False if the given type is not supported or improper
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/// <see cref="HealthChangeParams"/> were provided; true otherwise.
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/// </returns>
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bool ChangeDamage(DamageType type, int amount, bool ignoreResistances, IEntity? source = null,
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HealthChangeParams? extraParams = null);
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/// <summary>
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/// Changes the specified <see cref="DamageClass"/>, applying
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/// resistance values only if it is damage.
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/// Spreads amount evenly between the <see cref="DamageType"></see>s
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/// represented by that class.
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/// </summary>
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/// <param name="class">Class of damage being changed.</param>
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/// <param name="amount">
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/// Amount of damage being received (positive for damage, negative for heals).
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/// </param>
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/// <param name="ignoreResistances">
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/// Whether to ignore resistances.
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/// Healing always ignores resistances, regardless of this input.
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/// </param>
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/// <param name="source">Entity that dealt or healed the damage, if any.</param>
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/// <param name="extraParams">
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/// Extra parameters that some components may require,
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/// such as a specific limb to target.
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/// </param>
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/// <returns>
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/// Returns false if the given class is not supported or improper
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/// <see cref="HealthChangeParams"/> were provided; true otherwise.
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/// </returns>
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bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances, IEntity? source = null,
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HealthChangeParams? extraParams = null);
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/// <summary>
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/// Forcefully sets the specified <see cref="DamageType"/> to the given
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/// value, ignoring resistance values.
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/// </summary>
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/// <param name="type">Type of damage being changed.</param>
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/// <param name="newValue">New damage value to be set.</param>
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/// <param name="source">Entity that set the new damage value.</param>
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/// <param name="extraParams">
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/// Extra parameters that some components may require,
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/// such as a specific limb to target.
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/// </param>
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/// <returns>
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/// Returns false if the given type is not supported or improper
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/// <see cref="HealthChangeParams"/> were provided; true otherwise.
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/// </returns>
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bool SetDamage(DamageType type, int newValue, IEntity? source = null, HealthChangeParams? extraParams = null);
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/// <summary>
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/// Sets all damage values to zero.
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/// </summary>
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void Heal();
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/// <summary>
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/// Invokes the HealthChangedEvent with the current values of health.
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/// </summary>
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void ForceHealthChangedEvent();
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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var damage = eventArgs.Severity switch
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{
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ExplosionSeverity.Light => 20,
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ExplosionSeverity.Heavy => 60,
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ExplosionSeverity.Destruction => 250,
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_ => throw new ArgumentOutOfRangeException()
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};
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ChangeDamage(DamageType.Piercing, damage, false, null);
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ChangeDamage(DamageType.Heat, damage, false, null);
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}
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}
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/// <summary>
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/// Data class with information on how to damage a
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/// <see cref="IDamageableComponent"/>.
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/// While not necessary to damage for all instances, classes such as
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/// <see cref="SharedBodyManagerComponent"/> may require it for extra data
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/// (such as selecting which limb to target).
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/// </summary>
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public class HealthChangeParams : EventArgs
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{
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}
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/// <summary>
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/// Data class with information on how the <see cref="DamageType"/>
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/// values of a <see cref="IDamageableComponent"/> have changed.
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/// </summary>
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public class HealthChangedEventArgs : EventArgs
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{
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/// <summary>
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/// Reference to the <see cref="IDamageableComponent"/> that invoked the event.
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/// </summary>
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public readonly IDamageableComponent Damageable;
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/// <summary>
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/// List containing data on each <see cref="DamageType"/> that was changed.
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/// </summary>
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public readonly List<HealthChangeData> Data;
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public HealthChangedEventArgs(IDamageableComponent damageable, List<HealthChangeData> data)
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{
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Damageable = damageable;
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Data = data;
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}
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public HealthChangedEventArgs(IDamageableComponent damageable, DamageType type, int newValue, int delta)
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{
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Damageable = damageable;
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var datum = new HealthChangeData(type, newValue, delta);
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var data = new List<HealthChangeData> {datum};
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Data = data;
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}
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}
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/// <summary>
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/// Data class with information on how the value of a
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/// single <see cref="DamageType"/> has changed.
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/// </summary>
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public struct HealthChangeData
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{
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/// <summary>
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/// Type of damage that changed.
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/// </summary>
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public DamageType Type;
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/// <summary>
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/// The new current value for that damage.
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/// </summary>
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public int NewValue;
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/// <summary>
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/// How much the health value changed from its last value (negative is heals, positive is damage).
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/// </summary>
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public int Delta;
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public HealthChangeData(DamageType type, int newValue, int delta)
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{
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Type = type;
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NewValue = newValue;
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Delta = delta;
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}
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}
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}
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