* SIMD atmos * Moles will always be a multiple of four. * Component dependencies for grid atmos. * Let's optimize allocations while we're at it! * Inline this * A bunch of atmos optimizations * Fix crimes against atmos * Microsoft moment * Remove nuget.config * do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded. * Revert "Remove nuget.config" This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac. * Gas overlay optimization and fixes * Lattice is now spess * minor atmos tweaks
305 lines
10 KiB
C#
305 lines
10 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Players;
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using Content.Server.Utility;
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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.Components.Damage;
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using Content.Shared.GameObjects.Components.Medical;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Medical
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(SharedMedicalScannerComponent))]
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public class MedicalScannerComponent : SharedMedicalScannerComponent, IActivate, IDragDropOn, IDestroyAct
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = null!;
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private static readonly TimeSpan InternalOpenAttemptDelay = TimeSpan.FromSeconds(0.5);
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private TimeSpan _lastInternalOpenAttempt;
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private ContainerSlot _bodyContainer = default!;
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private readonly Vector2 _ejectOffset = new Vector2(0f, 0f);
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[ViewVariables]
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private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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[ViewVariables]
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private BoundUserInterface? UserInterface => Owner.GetUIOrNull(MedicalScannerUiKey.Key);
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public bool IsOccupied => _bodyContainer.ContainedEntity != null;
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUiReceiveMessage;
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}
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_bodyContainer = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-bodyContainer", Owner);
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// TODO: write this so that it checks for a change in power events and acts accordingly.
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var newState = GetUserInterfaceState();
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UserInterface?.SetState(newState);
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UpdateUserInterface();
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}
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/// <inheritdoc />
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case RelayMovementEntityMessage msg:
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{
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if (ActionBlockerSystem.CanInteract(msg.Entity))
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{
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if (_gameTiming.CurTime <
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_lastInternalOpenAttempt + InternalOpenAttemptDelay)
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{
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break;
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}
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_lastInternalOpenAttempt = _gameTiming.CurTime;
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EjectBody();
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}
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break;
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}
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}
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}
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private static readonly MedicalScannerBoundUserInterfaceState EmptyUIState =
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new MedicalScannerBoundUserInterfaceState(
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null,
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new Dictionary<DamageClass, int>(),
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new Dictionary<DamageType, int>(),
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false);
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private MedicalScannerBoundUserInterfaceState GetUserInterfaceState()
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{
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var body = _bodyContainer.ContainedEntity;
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if (body == null)
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{
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance?.SetData(MedicalScannerVisuals.Status, MedicalScannerStatus.Open);
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}
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return EmptyUIState;
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}
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if (!body.TryGetComponent(out IDamageableComponent? damageable))
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{
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return EmptyUIState;
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}
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var classes = new Dictionary<DamageClass, int>(damageable.DamageClasses);
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var types = new Dictionary<DamageType, int>(damageable.DamageTypes);
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if (_bodyContainer.ContainedEntity?.Uid == null)
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{
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return new MedicalScannerBoundUserInterfaceState(body.Uid, classes, types, true);
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}
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var cloningSystem = EntitySystem.Get<CloningSystem>();
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var scanned = _bodyContainer.ContainedEntity.TryGetComponent(out MindComponent? mindComponent) &&
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mindComponent.Mind != null &&
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cloningSystem.HasDnaScan(mindComponent.Mind);
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return new MedicalScannerBoundUserInterfaceState(body.Uid, classes, types, scanned);
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}
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private void UpdateUserInterface()
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{
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if (!Powered)
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{
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return;
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}
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var newState = GetUserInterfaceState();
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UserInterface?.SetState(newState);
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}
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private MedicalScannerStatus GetStatusFromDamageState(DamageState damageState)
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{
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switch (damageState)
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{
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case DamageState.Alive: return MedicalScannerStatus.Green;
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case DamageState.Critical: return MedicalScannerStatus.Red;
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case DamageState.Dead: return MedicalScannerStatus.Death;
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default: throw new ArgumentException(nameof(damageState));
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}
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}
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private MedicalScannerStatus GetStatus()
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{
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if (Powered)
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{
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var body = _bodyContainer.ContainedEntity;
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return body == null
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? MedicalScannerStatus.Open
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: GetStatusFromDamageState(body.GetComponent<IDamageableComponent>().CurrentState);
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}
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return MedicalScannerStatus.Off;
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}
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private void UpdateAppearance()
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{
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(MedicalScannerVisuals.Status, GetStatus());
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}
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}
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public void Activate(ActivateEventArgs args)
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{
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if (!args.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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if (!Powered)
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return;
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UserInterface?.Open(actor.playerSession);
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}
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[Verb]
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public sealed class EnterVerb : Verb<MedicalScannerComponent>
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{
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protected override void GetData(IEntity user, MedicalScannerComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Enter");
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data.Visibility = component.IsOccupied ? VerbVisibility.Invisible : VerbVisibility.Visible;
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}
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protected override void Activate(IEntity user, MedicalScannerComponent component)
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{
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component.InsertBody(user);
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}
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}
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[Verb]
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public sealed class EjectVerb : Verb<MedicalScannerComponent>
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{
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protected override void GetData(IEntity user, MedicalScannerComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Eject");
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data.Visibility = component.IsOccupied ? VerbVisibility.Visible : VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, MedicalScannerComponent component)
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{
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component.EjectBody();
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}
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}
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public void InsertBody(IEntity user)
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{
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_bodyContainer.Insert(user);
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UpdateUserInterface();
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UpdateAppearance();
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}
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public void EjectBody()
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{
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var containedEntity = _bodyContainer.ContainedEntity;
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if (containedEntity == null) return;
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_bodyContainer.Remove(containedEntity);
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containedEntity.Transform.WorldPosition += _ejectOffset;
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UpdateUserInterface();
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UpdateAppearance();
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}
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public void Update(float frameTime)
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{
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UpdateUserInterface();
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UpdateAppearance();
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}
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private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (!(obj.Message is UiButtonPressedMessage message)) return;
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switch (message.Button)
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{
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case UiButton.ScanDNA:
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if (_bodyContainer.ContainedEntity != null)
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{
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//TODO: Show a 'ERROR: Body is completely devoid of soul' if no Mind owns the entity.
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var cloningSystem = EntitySystem.Get<CloningSystem>();
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cloningSystem.AddToDnaScans(_playerManager
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.GetPlayersBy(playerSession =>
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{
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var mindOwnedMob = playerSession.ContentData()?.Mind?.OwnedEntity;
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return mindOwnedMob != null && mindOwnedMob ==
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_bodyContainer.ContainedEntity;
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}).Single()
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.ContentData()
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?.Mind);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public bool CanDragDropOn(DragDropEventArgs eventArgs)
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{
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return eventArgs.Dragged.HasComponent<IBody>();
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}
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public bool DragDropOn(DragDropEventArgs eventArgs)
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{
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_bodyContainer.Insert(eventArgs.Dragged);
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return true;
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}
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void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
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{
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EjectBody();
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}
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}
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}
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