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#nullable enable
using Content.Server.GameObjects.Components.Observer ;
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using Content.Server.Interfaces.GameTicking ;
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using Content.Server.Mobs ;
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>
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using Content.Shared.GameObjects.Components.Damage ;
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using Content.Shared.GameObjects.EntitySystems ;
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using Robust.Shared.GameObjects ;
using Robust.Shared.Interfaces.GameObjects ;
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using Robust.Shared.Interfaces.Map ;
using Robust.Shared.IoC ;
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using Robust.Shared.Localization ;
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using Robust.Shared.Map ;
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using Robust.Shared.Serialization ;
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using Robust.Shared.Timers ;
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using Robust.Shared.Utility ;
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using Robust.Shared.ViewVariables ;
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namespace Content.Server.GameObjects.Components.Mobs
{
/// <summary>
/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
/// </summary>
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[RegisterComponent]
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public class MindComponent : Component , IExamine
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{
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private bool _showExamineInfo ;
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/// <inheritdoc />
public override string Name = > "Mind" ;
/// <summary>
/// The mind controlling this mob. Can be null.
/// </summary>
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[ViewVariables]
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public Mind ? Mind { get ; private set ; }
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/// <summary>
/// True if we have a mind, false otherwise.
/// </summary>
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[ViewVariables]
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public bool HasMind = > Mind ! = null ;
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/// <summary>
/// Whether examining should show information about the mind or not.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowExamineInfo
{
get = > _showExamineInfo ;
set = > _showExamineInfo = value ;
}
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/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalEjectMind ( )
{
Mind = null ;
}
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalAssignMind ( Mind value )
{
Mind = value ;
}
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protected override void Shutdown ( )
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{
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base . Shutdown ( ) ;
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if ( HasMind )
{
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var visiting = Mind ? . VisitingEntity ;
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if ( visiting ! = null )
{
if ( visiting . TryGetComponent ( out GhostComponent ghost ) )
{
ghost . CanReturnToBody = false ;
}
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Mind ! . TransferTo ( visiting ) ;
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}
else
{
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var spawnPosition = Owner . Transform . GridPosition ;
Timer . Spawn ( 0 , ( ) = >
{
// Async this so that we don't throw if the grid we're on is being deleted.
var mapMan = IoCManager . Resolve < IMapManager > ( ) ;
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if ( spawnPosition . GridID = = GridId . Invalid | | ! mapMan . GridExists ( spawnPosition . GridID ) )
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{
spawnPosition = IoCManager . Resolve < IGameTicker > ( ) . GetObserverSpawnPoint ( ) ;
}
var ghost = Owner . EntityManager . SpawnEntity ( "MobObserver" , spawnPosition ) ;
var ghostComponent = ghost . GetComponent < GhostComponent > ( ) ;
ghostComponent . CanReturnToBody = false ;
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if ( Mind ! = null )
{
ghost . Name = Mind . CharacterName ;
Mind . TransferTo ( ghost ) ;
}
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} ) ;
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}
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}
}
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public override void ExposeData ( ObjectSerializer serializer )
{
base . ExposeData ( serializer ) ;
serializer . DataField ( ref _showExamineInfo , "show_examine_info" , false ) ;
}
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public void Examine ( FormattedMessage message , bool inDetailsRange )
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{
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if ( ! ShowExamineInfo | | ! inDetailsRange )
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{
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return ;
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}
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var dead =
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>
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Owner . TryGetComponent < IDamageableComponent > ( out var damageable ) & &
damageable . CurrentDamageState = = DamageState . Dead ;
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if ( ! HasMind )
{
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message . AddMarkup ( ! dead
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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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: $"[color=purple]" + Loc . GetString ( "{0:Their} soul has departed." , Owner ) + "[/color]" ) ;
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}
else if ( Mind ? . Session = = null )
{
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if ( ! dead )
message . AddMarkup ( "[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]" ) ;
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}
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}
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}
}