* 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>
129 lines
4.0 KiB
C#
129 lines
4.0 KiB
C#
using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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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.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timers;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
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{
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public const float DefaultThrowTime = 0.25f;
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private bool _shouldCollide = true;
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private bool _shouldStop = false;
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public override string Name => "ThrownItem";
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public override uint? NetID => ContentNetIDs.THROWN_ITEM;
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/// <summary>
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/// User who threw the item.
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/// </summary>
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public IEntity User;
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (!_shouldCollide) return;
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if (entity.TryGetComponent(out CollidableComponent collid))
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{
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if (!collid.Hard) // ignore non hard
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return;
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_shouldStop = true; // hit something hard => stop after this collision
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}
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if (entity.TryGetComponent(out IDamageableComponent damage))
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{
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damage.ChangeDamage(DamageType.Blunt, 10, false, Owner);
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}
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// Stop colliding with mobs, this mimics not having enough velocity to do damage
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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{
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_shouldCollide = false;
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}
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}
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private void StopThrow()
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{
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if (Deleted)
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{
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return;
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}
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if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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{
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body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
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if (body.TryGetController(out ThrownController controller))
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{
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controller.LinearVelocity = Vector2.Zero;
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}
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body.Status = BodyStatus.OnGround;
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Owner.RemoveComponent<ThrownItemComponent>();
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EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.GridPosition);
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}
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}
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void ICollideBehavior.PostCollide(int collideCount)
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{
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if (_shouldStop && collideCount > 0)
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{
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StopThrow();
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}
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}
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public void StartThrow(Vector2 direction, float speed)
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{
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var comp = Owner.GetComponent<ICollidableComponent>();
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comp.Status = BodyStatus.InAir;
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var controller = comp.EnsureController<ThrownController>();
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controller.Push(direction, speed);
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StartStopTimer();
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}
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private void StartStopTimer()
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{
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Timer.Spawn((int) (DefaultThrowTime * 1000), MaybeStopThrow);
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}
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private void MaybeStopThrow()
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{
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if (Deleted)
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{
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return;
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}
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if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.GridPosition))
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{
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StartStopTimer();
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return;
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}
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StopThrow();
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<CollidableComponent>().EnsureController<ThrownController>();
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}
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}
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}
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