2020-10-10 15:25:13 +02:00
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using System.Linq;
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using Content.Server.GameObjects.Components.Body.Behavior;
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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.Server.GameObjects.Components.Nutrition;
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2020-07-17 15:41:19 -05:00
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using Content.Server.GameObjects.Components.Utensil;
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using Content.Shared.Chemistry;
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2020-10-10 15:25:13 +02:00
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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2020-07-17 15:41:19 -05:00
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using Content.Shared.Interfaces;
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2020-07-18 22:51:56 -07:00
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using Content.Shared.Interfaces.GameObjects.Components;
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2020-08-30 11:37:06 +02:00
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using Content.Shared.Utility;
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2020-07-17 15:41:19 -05:00
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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2020-09-26 14:48:24 +02:00
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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2020-07-17 15:41:19 -05:00
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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[RegisterComponent]
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[ComponentReference(typeof(IAfterInteract))]
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public class PillComponent : FoodComponent, IUse, IAfterInteract
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{
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2020-08-24 14:10:28 +02:00
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[Dependency] private readonly IEntitySystemManager _entitySystem = default!;
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2020-09-26 14:48:24 +02:00
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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2020-08-24 14:10:28 +02:00
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2020-07-17 15:41:19 -05:00
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public override string Name => "Pill";
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[ViewVariables]
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private string _useSound;
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[ViewVariables]
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private string _trashPrototype;
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[ViewVariables]
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2020-09-09 18:32:31 -04:00
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private SolutionContainerComponent _contents;
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2020-07-17 15:41:19 -05:00
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[ViewVariables]
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private ReagentUnit _transferAmount;
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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 _useSound, "useSound", null);
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(1000));
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serializer.DataField(ref _trashPrototype, "trash", null);
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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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2020-09-26 14:48:24 +02:00
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if (!Owner.EnsureComponent(out _contents))
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{
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Logger.Error($"Prototype {Owner.Prototype?.ID} had a {nameof(PillComponent)} without a {nameof(SolutionContainerComponent)}!");
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}
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2020-07-17 15:41:19 -05:00
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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return TryUseFood(eventArgs.User, null);
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}
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// Feeding someone else
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return;
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}
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TryUseFood(eventArgs.User, eventArgs.Target);
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}
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public override bool TryUseFood(IEntity user, IEntity target, UtensilComponent utensilUsed = null)
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{
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if (user == null)
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{
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return false;
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}
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var trueTarget = target ?? user;
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2020-10-10 15:25:13 +02:00
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if (!trueTarget.TryGetMechanismBehaviors<StomachBehaviorComponent>(out var stomachs))
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2020-07-17 15:41:19 -05:00
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{
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return false;
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}
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2020-08-30 11:37:06 +02:00
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if (!user.InRangeUnobstructed(trueTarget, popup: true))
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2020-07-17 15:41:19 -05:00
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{
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return false;
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}
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var transferAmount = ReagentUnit.Min(_transferAmount, _contents.CurrentVolume);
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var split = _contents.SplitSolution(transferAmount);
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2020-09-26 14:48:24 +02:00
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2020-10-10 15:25:13 +02:00
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var firstStomach = stomachs.FirstOrDefault(stomach => stomach.CanTransferSolution(split));
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if (firstStomach == null)
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2020-07-17 15:41:19 -05:00
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{
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_contents.TryAddSolution(split);
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trueTarget.PopupMessage(user, Loc.GetString("You can't eat any more!"));
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return false;
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}
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2020-09-26 14:48:24 +02:00
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// TODO: Account for partial transfer.
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foreach (var (reagentId, quantity) in split.Contents)
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{
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if (!_prototypeManager.TryIndex(reagentId, out ReagentPrototype reagent)) continue;
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split.RemoveReagent(reagentId, reagent.ReactionEntity(trueTarget, ReactionMethod.Ingestion, quantity));
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}
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2020-10-10 15:25:13 +02:00
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firstStomach.TryTransferSolution(split);
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2020-09-26 14:48:24 +02:00
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2020-07-17 15:41:19 -05:00
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if (_useSound != null)
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{
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(_useSound, trueTarget, AudioParams.Default.WithVolume(-1f));
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}
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trueTarget.PopupMessage(user, Loc.GetString("You swallow the pill."));
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Owner.Delete();
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return true;
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}
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}
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}
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