Files
crystall-punk-14/Content.Server/GameObjects/Components/Kitchen/MicrowaveComponent.cs

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#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Chemistry;
Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
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using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Utility;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Power;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Kitchen;
using Content.Shared.Prototypes.Kitchen;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Kitchen
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class MicrowaveComponent : SharedMicrowaveComponent, IActivate, IInteractUsing, ISolutionChange, ISuicideAct
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly RecipeManager _recipeManager = default!;
#region YAMLSERIALIZE
private int _cookTimeDefault;
private int _cookTimeMultiplier; //For upgrades and stuff I guess?
private string _badRecipeName = "";
private string _startCookingSound = "";
private string _cookingCompleteSound = "";
#endregion
[ViewVariables]
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private bool _busy = false;
/// <summary>
/// This is a fixed offset of 5.
/// The cook times for all recipes should be divisible by 5,with a minimum of 1 second.
/// For right now, I don't think any recipe cook time should be greater than 60 seconds.
/// </summary>
[ViewVariables]
private uint _currentCookTimerTime = 1;
private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
private bool _hasContents => Owner.TryGetComponent(out SolutionContainerComponent? solution) && (solution.ReagentList.Count > 0 || _storage.ContainedEntities.Count > 0);
private bool _uiDirty = true;
private bool _lostPower = false;
private int _currentCookTimeButtonIndex = 0;
void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs) => _uiDirty = true;
private AudioSystem _audioSystem = default!;
private Container _storage = default!;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(MicrowaveUiKey.Key);
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _badRecipeName, "failureResult", "FoodBadRecipe");
serializer.DataField(ref _cookTimeDefault, "cookTime", 5);
serializer.DataField(ref _cookTimeMultiplier, "cookTimeMultiplier", 1000);
serializer.DataField(ref _startCookingSound, "beginCookingSound","/Audio/Machines/microwave_start_beep.ogg" );
serializer.DataField(ref _cookingCompleteSound, "foodDoneSound","/Audio/Machines/microwave_done_beep.ogg" );
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<SolutionContainerComponent>();
_storage = ContainerManagerComponent.Ensure<Container>("microwave_entity_container", Owner, out var existed);
_audioSystem = EntitySystem.Get<AudioSystem>();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
}
}
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private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage message)
{
if (!Powered || _busy)
{
return;
}
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switch (message.Message)
{
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case MicrowaveStartCookMessage msg :
wzhzhzh();
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break;
case MicrowaveEjectMessage msg :
if (_hasContents)
{
VaporizeReagents();
EjectSolids();
ClickSound();
_uiDirty = true;
}
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break;
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case MicrowaveEjectSolidIndexedMessage msg:
if (_hasContents)
{
EjectSolid(msg.EntityID);
ClickSound();
_uiDirty = true;
}
break;
case MicrowaveVaporizeReagentIndexedMessage msg:
if (_hasContents)
{
VaporizeReagentQuantity(msg.ReagentQuantity);
ClickSound();
_uiDirty = true;
}
break;
case MicrowaveSelectCookTimeMessage msg:
_currentCookTimeButtonIndex = msg.ButtonIndex;
_currentCookTimerTime = msg.NewCookTime;
ClickSound();
_uiDirty = true;
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break;
}
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}
public void OnUpdate()
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{
if (!Powered)
{
//TODO:If someone cuts power currently, microwave magically keeps going. FIX IT!
SetAppearance(MicrowaveVisualState.Idle);
}
if (_busy && !Powered)
{
//we lost power while we were cooking/busy!
_lostPower = true;
VaporizeReagents();
EjectSolids();
_busy = false;
_uiDirty = true;
}
if (_uiDirty && Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
UserInterface?.SetState(new MicrowaveUpdateUserInterfaceState
(
solution.Solution.Contents.ToArray(),
_storage.ContainedEntities.Select(item => item.Uid).ToArray(),
_busy,
_currentCookTimeButtonIndex,
_currentCookTimerTime
));
_uiDirty = false;
}
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}
private void SetAppearance(MicrowaveVisualState state)
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{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
appearance.SetData(PowerDeviceVisuals.VisualState, state);
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}
}
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void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor) || !Powered)
{
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return;
}
_uiDirty = true;
UserInterface?.Toggle(actor.playerSession);
}
public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!Powered)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("It has no power!"));
return false;
}
Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
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var itemEntity = eventArgs.User.GetComponent<HandsComponent>().GetActiveHand?.Owner;
if (itemEntity == null)
{
eventArgs.User.PopupMessage(Loc.GetString("You have no active hand!"));
Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
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return false;
}
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Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
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if (itemEntity.TryGetComponent<PourableComponent>(out var attackPourable))
{
if (!itemEntity.TryGetComponent<SolutionContainerComponent>(out var attackSolution)
|| !attackSolution.CanRemoveSolutions)
{
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return false;
}
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
return false;
}
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//Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(attackPourable.TransferAmount, solution.EmptyVolume);
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if (realTransferAmount <= 0) //Special message if container is full
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Container is full"));
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return false;
}
//Move units from attackSolution to targetSolution
var removedSolution = attackSolution.SplitSolution(realTransferAmount);
if (!solution.TryAddSolution(removedSolution))
{
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return false;
}
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Transferred {0}u", removedSolution.TotalVolume));
return true;
}
if (!itemEntity.TryGetComponent(typeof(ItemComponent), out var food))
{
Owner.PopupMessage(eventArgs.User, "That won't work!");
return false;
}
var ent = food.Owner; //Get the entity of the ItemComponent.
_storage.Insert(ent);
_uiDirty = true;
return true;
}
// ReSharper disable once InconsistentNaming
// ReSharper disable once IdentifierTypo
private void wzhzhzh()
{
if (!_hasContents)
{
return;
}
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_busy = true;
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// Convert storage into Dictionary of ingredients
var solidsDict = new Dictionary<string, int>();
foreach(var item in _storage.ContainedEntities)
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{
if (item.Prototype == null)
{
continue;
}
if(solidsDict.ContainsKey(item.Prototype.ID))
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{
solidsDict[item.Prototype.ID]++;
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}
else
{
solidsDict.Add(item.Prototype.ID, 1);
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}
}
var failState = MicrowaveSuccessState.RecipeFail;
foreach(var id in solidsDict.Keys)
{
if(_recipeManager.SolidAppears(id))
{
continue;
}
failState = MicrowaveSuccessState.UnwantedForeignObject;
break;
}
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// Check recipes
FoodRecipePrototype? recipeToCook = null;
foreach (var r in _recipeManager.Recipes.Where(r => CanSatisfyRecipe(r, solidsDict) == MicrowaveSuccessState.RecipePass))
{
recipeToCook = r;
}
var goodMeal = (recipeToCook != null)
&&
(_currentCookTimerTime == (uint)recipeToCook.CookTime);
SetAppearance(MicrowaveVisualState.Cooking);
_audioSystem.PlayFromEntity(_startCookingSound, Owner, AudioParams.Default);
Timer.Spawn((int)(_currentCookTimerTime * _cookTimeMultiplier), (Action)(() =>
{
if (_lostPower)
{
return;
}
if(failState == MicrowaveSuccessState.UnwantedForeignObject)
{
VaporizeReagents();
EjectSolids();
}
else
{
if (goodMeal)
{
SubtractContents(recipeToCook!);
}
else
{
VaporizeReagents();
VaporizeSolids();
}
if (recipeToCook != null)
{
var entityToSpawn = goodMeal ? recipeToCook.Result : _badRecipeName;
_entityManager.SpawnEntity(entityToSpawn, Owner.Transform.Coordinates);
}
}
_audioSystem.PlayFromEntity(_cookingCompleteSound, Owner, AudioParams.Default.WithVolume(-1f));
SetAppearance(MicrowaveVisualState.Idle);
_busy = false;
_uiDirty = true;
}));
_lostPower = false;
_uiDirty = true;
}
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private void VaporizeReagents()
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{
if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
solution.RemoveAllSolution();
}
}
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private void VaporizeReagentQuantity(Solution.ReagentQuantity reagentQuantity)
{
if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
solution?.TryRemoveReagent(reagentQuantity.ReagentId, reagentQuantity.Quantity);
}
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}
private void VaporizeSolids()
{
for(var i = _storage.ContainedEntities.Count-1; i>=0; i--)
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{
var item = _storage.ContainedEntities.ElementAt(i);
_storage.Remove(item);
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item.Delete();
}
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}
private void EjectSolids()
{
for(var i = _storage.ContainedEntities.Count-1; i>=0; i--)
{
_storage.Remove(_storage.ContainedEntities.ElementAt(i));
}
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}
private void EjectSolid(EntityUid entityID)
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{
if (_entityManager.EntityExists(entityID))
{
_storage.Remove(_entityManager.GetEntity(entityID));
}
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}
private void SubtractContents(FoodRecipePrototype recipe)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
return;
}
foreach(var recipeReagent in recipe.IngredientsReagents)
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{
solution?.TryRemoveReagent(recipeReagent.Key, ReagentUnit.New(recipeReagent.Value));
}
foreach (var recipeSolid in recipe.IngredientsSolids)
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{
for (var i = 0; i < recipeSolid.Value; i++)
{
foreach (var item in _storage.ContainedEntities)
{
if (item.Prototype == null)
{
continue;
}
if (item.Prototype.ID == recipeSolid.Key)
{
_storage.Remove(item);
item.Delete();
break;
}
}
}
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}
}
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private MicrowaveSuccessState CanSatisfyRecipe(FoodRecipePrototype recipe, Dictionary<string,int> solids)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
return MicrowaveSuccessState.RecipeFail;
}
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foreach (var reagent in recipe.IngredientsReagents)
{
if (!solution.ContainsReagent(reagent.Key, out var amount))
{
return MicrowaveSuccessState.RecipeFail;
}
if (amount.Int() < reagent.Value)
{
return MicrowaveSuccessState.RecipeFail;
}
}
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foreach (var solid in recipe.IngredientsSolids)
{
if (!solids.ContainsKey(solid.Key))
{
return MicrowaveSuccessState.RecipeFail;
}
if (solids[solid.Key] < solid.Value)
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{
return MicrowaveSuccessState.RecipeFail;
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}
}
return MicrowaveSuccessState.RecipePass;
}
private void ClickSound()
{
_audioSystem.PlayFromEntity("/Audio/Machines/machine_switch.ogg",Owner,AudioParams.Default.WithVolume(-2f));
}
public SuicideKind Suicide(IEntity victim, IChatManager chat)
{
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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var headCount = 0;
if (victim.TryGetComponent<IBody>(out var body))
{
var heads = body.GetPartsOfType(BodyPartType.Head);
foreach (var head in heads)
{
if (!body.TryDropPart(head, out var dropped))
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
{
continue;
}
var droppedHeads = dropped.Where(p => p.PartType == BodyPartType.Head);
foreach (var droppedHead in droppedHeads)
{
_storage.Insert(droppedHead.Owner);
headCount++;
}
}
}
var othersMessage = headCount > 1
? Loc.GetString("{0:theName} is trying to cook {0:their} heads!", victim)
: Loc.GetString("{0:theName} is trying to cook {0:their} head!", victim);
victim.PopupMessageOtherClients(othersMessage);
var selfMessage = headCount > 1
? Loc.GetString("You cook your heads!")
: Loc.GetString("You cook your head!");
victim.PopupMessage(selfMessage);
_currentCookTimerTime = 10;
ClickSound();
_uiDirty = true;
wzhzhzh();
return SuicideKind.Heat;
}
}
}