2020-07-26 12:12:53 +02:00
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#nullable enable
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2020-09-02 06:07:54 -04:00
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using Content.Server.GameObjects.Components.Medical;
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2020-07-26 12:12:53 +02:00
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using Content.Server.GameObjects.Components.Observer;
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2020-04-23 16:04:41 +02:00
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using Content.Server.Interfaces.GameTicking;
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2020-04-18 00:39:22 +02:00
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using Content.Server.Mobs;
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2020-09-02 06:07:54 -04:00
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components;
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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>
2020-08-17 01:42:42 +02:00
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using Content.Shared.GameObjects.Components.Damage;
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2020-08-13 14:40:27 +02:00
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using Content.Shared.GameObjects.EntitySystems;
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2020-09-02 06:07:54 -04:00
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using Robust.Server.GameObjects.Components.UserInterface;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.GameObjects;
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2020-10-30 05:02:49 +01:00
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using Robust.Shared.GameObjects.Components.Timers;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.Interfaces.GameObjects;
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2020-04-23 16:04:41 +02:00
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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2020-05-28 00:58:57 +02:00
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using Robust.Shared.Localization;
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2020-08-13 14:40:27 +02:00
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using Robust.Shared.Map;
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2020-04-20 11:37:05 +02:00
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using Robust.Shared.Serialization;
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2020-04-23 16:04:41 +02:00
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using Robust.Shared.Timers;
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2020-04-20 11:14:04 +02:00
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using Robust.Shared.Utility;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.ViewVariables;
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2018-08-21 00:59:04 +02:00
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namespace Content.Server.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
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/// </summary>
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2019-07-31 15:02:36 +02:00
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[RegisterComponent]
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2020-04-20 11:14:04 +02:00
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public class MindComponent : Component, IExamine
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2018-08-21 00:59:04 +02:00
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{
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2020-07-26 12:12:53 +02:00
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private bool _showExamineInfo;
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2020-04-20 11:37:05 +02:00
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2018-08-21 00:59:04 +02:00
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/// <inheritdoc />
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public override string Name => "Mind";
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/// <summary>
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/// The mind controlling this mob. Can be null.
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/// </summary>
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2018-09-09 15:34:43 +02:00
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[ViewVariables]
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2020-07-26 12:12:53 +02:00
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public Mind? Mind { get; private set; }
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2018-08-21 00:59:04 +02:00
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/// <summary>
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/// True if we have a mind, false otherwise.
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/// </summary>
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2018-09-09 15:34:43 +02:00
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[ViewVariables]
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2018-08-21 00:59:04 +02:00
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public bool HasMind => Mind != null;
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2020-04-20 11:37:05 +02:00
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/// <summary>
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/// Whether examining should show information about the mind or not.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ShowExamineInfo
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{
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get => _showExamineInfo;
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set => _showExamineInfo = value;
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}
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2020-09-02 06:07:54 -04:00
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[ViewVariables]
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private BoundUserInterface? UserInterface =>
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Owner.GetUIOrNull(SharedAcceptCloningComponent.AcceptCloningUiKey.Key);
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public override void Initialize()
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{
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base.Initialize();
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Owner.EntityManager.EventBus.SubscribeEvent<CloningPodComponent.CloningStartedMessage>(
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EventSource.Local, this,
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HandleCloningStartedMessage);
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUiAcceptCloningMessage;
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}
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}
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private void HandleCloningStartedMessage(CloningPodComponent.CloningStartedMessage ev)
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{
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if (ev.CapturedMind == Mind)
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{
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UserInterface?.Open(Mind.Session);
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}
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}
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private void OnUiAcceptCloningMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (!(obj.Message is SharedAcceptCloningComponent.UiButtonPressedMessage message)) return;
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2020-10-16 13:36:20 -05:00
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if (Mind != null)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new GhostComponent.GhostReturnMessage(Mind));
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}
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2020-09-02 06:07:54 -04:00
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}
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public override void OnRemove()
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{
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base.OnRemove();
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Owner.EntityManager.EventBus.UnsubscribeEvent<CloningPodComponent.CloningStartedMessage>(EventSource.Local, this);
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if (UserInterface != null) UserInterface.OnReceiveMessage -= OnUiAcceptCloningMessage;
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}
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2018-08-21 00:59:04 +02:00
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalEjectMind()
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{
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Mind = null;
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalAssignMind(Mind value)
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{
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Mind = value;
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}
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2020-04-18 00:39:22 +02:00
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protected override void Shutdown()
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2018-08-21 00:59:04 +02:00
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{
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2020-04-18 00:39:22 +02:00
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base.Shutdown();
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2018-08-21 00:59:04 +02:00
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if (HasMind)
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{
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2020-07-26 12:12:53 +02:00
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var visiting = Mind?.VisitingEntity;
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2020-04-18 00:39:22 +02:00
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if (visiting != null)
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{
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2020-08-20 16:48:00 +02:00
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if (visiting.TryGetComponent(out GhostComponent? ghost))
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2020-04-18 00:39:22 +02:00
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{
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ghost.CanReturnToBody = false;
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}
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2020-07-26 12:12:53 +02:00
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Mind!.TransferTo(visiting);
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2020-04-18 00:39:22 +02:00
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}
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else
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{
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2020-09-06 16:11:53 +02:00
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var spawnPosition = Owner.Transform.Coordinates;
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2020-10-30 05:02:49 +01:00
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Owner.SpawnTimer(0, () =>
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2020-04-23 16:04:41 +02:00
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{
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// Async this so that we don't throw if the grid we're on is being deleted.
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var mapMan = IoCManager.Resolve<IMapManager>();
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2020-09-06 16:11:53 +02:00
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var gridId = spawnPosition.GetGridId(Owner.EntityManager);
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if (gridId == GridId.Invalid || !mapMan.GridExists(gridId))
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2020-04-23 16:04:41 +02:00
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{
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spawnPosition = IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
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}
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var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition);
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var ghostComponent = ghost.GetComponent<GhostComponent>();
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ghostComponent.CanReturnToBody = false;
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2020-07-26 12:12:53 +02:00
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if (Mind != null)
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{
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ghost.Name = Mind.CharacterName;
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Mind.TransferTo(ghost);
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}
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2020-04-23 16:04:41 +02:00
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});
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2020-04-18 00:39:22 +02:00
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}
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2018-08-21 00:59:04 +02:00
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}
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}
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2020-04-20 11:14:04 +02:00
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2020-04-20 11:37:05 +02:00
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _showExamineInfo, "show_examine_info", false);
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}
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2020-05-31 19:29:06 +01:00
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public void Examine(FormattedMessage message, bool inDetailsRange)
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2020-04-20 11:14:04 +02:00
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{
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2020-05-31 19:29:06 +01:00
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if (!ShowExamineInfo || !inDetailsRange)
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2020-07-26 12:12:53 +02:00
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{
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2020-04-20 11:37:05 +02:00
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return;
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2020-07-26 12:12:53 +02:00
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}
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2020-04-20 11:37:05 +02:00
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2020-07-26 12:12:53 +02:00
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var dead =
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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>
2020-08-17 01:42:42 +02:00
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Owner.TryGetComponent<IDamageableComponent>(out var damageable) &&
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2020-10-10 15:25:13 +02:00
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damageable.CurrentState == DamageState.Dead;
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2020-05-03 11:25:39 +02:00
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2020-07-26 12:12:53 +02:00
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if (!HasMind)
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{
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2020-09-13 14:23:52 +02:00
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var aliveText =
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$"[color=red]{Loc.GetString("{0:They} {0:are} totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely.", Owner)}[/color]";
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var deadText = $"[color=purple]{Loc.GetString("{0:Their} soul has departed.", Owner)}[/color]";
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|
|
|
|
|
|
|
|
|
|
message.AddMarkup(dead ? deadText : aliveText);
|
2020-07-26 12:12:53 +02:00
|
|
|
|
}
|
|
|
|
|
|
else if (Mind?.Session == null)
|
|
|
|
|
|
{
|
2020-09-13 14:23:52 +02:00
|
|
|
|
if (dead) return;
|
|
|
|
|
|
|
|
|
|
|
|
var text =
|
|
|
|
|
|
$"[color=yellow]{Loc.GetString("{0:They} {0:have} a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon.", Owner)}[/color]";
|
|
|
|
|
|
|
|
|
|
|
|
message.AddMarkup(text);
|
2020-07-26 12:12:53 +02:00
|
|
|
|
}
|
2020-04-20 11:14:04 +02:00
|
|
|
|
}
|
2018-08-21 00:59:04 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|