2020-08-22 22:29:20 +02:00
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#nullable enable
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using System.Threading.Tasks;
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2020-05-11 15:26:07 +02:00
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using Content.Server.GameObjects.Components.Interactable;
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2020-06-28 09:23:26 -06:00
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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2020-08-24 20:47:17 +02:00
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using Content.Server.Utility;
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2020-12-07 14:52:55 +01:00
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using Content.Shared.GameObjects.Components.Damage;
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2020-05-02 15:02:52 +01:00
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using Content.Shared.GameObjects.Components.Gravity;
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2020-05-19 13:55:52 +02:00
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using Content.Shared.GameObjects.Components.Interactable;
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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.EntitySystems;
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2020-09-01 12:34:53 +02:00
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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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2020-05-02 15:02:52 +01:00
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using Robust.Server.GameObjects;
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2021-02-11 01:13:03 -08:00
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using Robust.Server.Player;
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2020-05-02 15:02:52 +01:00
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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2020-08-24 20:47:17 +02:00
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using Robust.Shared.ViewVariables;
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2020-05-02 15:02:52 +01:00
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namespace Content.Server.GameObjects.Components.Gravity
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{
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[RegisterComponent]
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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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public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IInteractUsing, IBreakAct, IInteractHand
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2020-05-02 15:02:52 +01:00
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{
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2020-10-18 13:08:41 +02:00
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[ComponentDependency] private readonly AppearanceComponent? _appearance = default!;
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2020-05-02 15:02:52 +01:00
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private bool _switchedOn;
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private bool _intact;
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private GravityGeneratorStatus _status;
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2020-08-22 22:29:20 +02:00
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public bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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2020-05-02 15:02:52 +01:00
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public bool SwitchedOn => _switchedOn;
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public bool Intact => _intact;
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public GravityGeneratorStatus Status => _status;
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public bool NeedsUpdate
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{
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get
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{
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switch (_status)
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{
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case GravityGeneratorStatus.On:
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return !(Powered && SwitchedOn && Intact);
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case GravityGeneratorStatus.Off:
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return SwitchedOn || !(Powered && Intact);
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case GravityGeneratorStatus.Unpowered:
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return SwitchedOn || Powered || !Intact;
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case GravityGeneratorStatus.Broken:
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return SwitchedOn || Powered || Intact;
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default:
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return true; // This _should_ be unreachable
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}
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}
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}
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public override string Name => "GravityGenerator";
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2020-08-24 20:47:17 +02:00
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(GravityGeneratorUiKey.Key);
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2020-08-22 22:29:20 +02:00
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2020-05-02 15:02:52 +01:00
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public override void Initialize()
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{
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base.Initialize();
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2020-08-22 22:29:20 +02:00
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += HandleUIMessage;
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}
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2020-05-02 15:02:52 +01:00
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_switchedOn = true;
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_intact = true;
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_status = GravityGeneratorStatus.On;
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UpdateState();
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}
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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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2020-10-18 13:08:41 +02:00
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serializer.DataField(ref _switchedOn, "switchedOn", true);
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2020-05-02 15:02:52 +01:00
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serializer.DataField(ref _intact, "intact", true);
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}
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2020-05-23 17:23:25 +02:00
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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2020-05-02 15:02:52 +01:00
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{
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if (!eventArgs.User.TryGetComponent<IActorComponent>(out var actor))
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return false;
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if (Status != GravityGeneratorStatus.Off && Status != GravityGeneratorStatus.On)
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{
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return false;
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}
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OpenUserInterface(actor.playerSession);
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return true;
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}
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2021-02-04 17:44:49 +01:00
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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2020-05-02 15:02:52 +01:00
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{
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2020-08-22 22:29:20 +02:00
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if (!eventArgs.Using.TryGetComponent(out WelderComponent? tool))
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2020-05-19 13:55:52 +02:00
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return false;
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2020-08-18 14:39:08 +02:00
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if (!await tool.UseTool(eventArgs.User, Owner, 2f, ToolQuality.Welding, 5f))
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2020-05-19 13:55:52 +02:00
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return false;
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2020-05-11 15:26:07 +02:00
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// Repair generator
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2020-12-07 14:52:55 +01:00
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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damageable.Heal();
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}
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2020-05-11 15:26:07 +02:00
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_intact = true;
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2020-05-02 15:02:52 +01:00
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2020-09-01 12:34:53 +02:00
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Owner.PopupMessage(eventArgs.User,
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Loc.GetString("You repair {0:theName} with {1:theName}", Owner, eventArgs.Using));
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2020-05-11 15:26:07 +02:00
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return true;
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2020-05-02 15:02:52 +01:00
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}
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public void OnBreak(BreakageEventArgs eventArgs)
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{
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_intact = false;
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_switchedOn = false;
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}
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public void UpdateState()
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{
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if (!Intact)
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{
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MakeBroken();
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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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}
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else if (!Powered)
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2020-05-02 15:02:52 +01:00
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{
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MakeUnpowered();
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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
|
|
|
|
}
|
|
|
|
|
|
else if (!SwitchedOn)
|
2020-05-02 15:02:52 +01:00
|
|
|
|
{
|
|
|
|
|
|
MakeOff();
|
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
|
|
|
|
}
|
|
|
|
|
|
else
|
2020-05-02 15:02:52 +01:00
|
|
|
|
{
|
|
|
|
|
|
MakeOn();
|
|
|
|
|
|
}
|
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|
|
}
|
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|
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|
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|
|
private void HandleUIMessage(ServerBoundUserInterfaceMessage message)
|
|
|
|
|
|
{
|
|
|
|
|
|
switch (message.Message)
|
|
|
|
|
|
{
|
|
|
|
|
|
case GeneratorStatusRequestMessage _:
|
2020-08-22 22:29:20 +02:00
|
|
|
|
UserInterface?.SetState(new GeneratorState(Status == GravityGeneratorStatus.On));
|
2020-05-02 15:02:52 +01:00
|
|
|
|
break;
|
|
|
|
|
|
case SwitchGeneratorMessage msg:
|
|
|
|
|
|
_switchedOn = msg.On;
|
|
|
|
|
|
UpdateState();
|
|
|
|
|
|
break;
|
|
|
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|
|
default:
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void OpenUserInterface(IPlayerSession playerSession)
|
|
|
|
|
|
{
|
2020-08-22 22:29:20 +02:00
|
|
|
|
UserInterface?.Open(playerSession);
|
2020-05-02 15:02:52 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void MakeBroken()
|
|
|
|
|
|
{
|
|
|
|
|
|
_status = GravityGeneratorStatus.Broken;
|
2020-08-22 22:29:20 +02:00
|
|
|
|
|
2020-10-18 13:08:41 +02:00
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.State, Status);
|
|
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
|
2020-05-02 15:02:52 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void MakeUnpowered()
|
|
|
|
|
|
{
|
|
|
|
|
|
_status = GravityGeneratorStatus.Unpowered;
|
2020-08-22 22:29:20 +02:00
|
|
|
|
|
2020-10-18 13:08:41 +02:00
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.State, Status);
|
|
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
|
2020-05-02 15:02:52 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void MakeOff()
|
|
|
|
|
|
{
|
|
|
|
|
|
_status = GravityGeneratorStatus.Off;
|
2020-08-22 22:29:20 +02:00
|
|
|
|
|
2020-10-18 13:08:41 +02:00
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.State, Status);
|
|
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
|
2020-05-02 15:02:52 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void MakeOn()
|
|
|
|
|
|
{
|
|
|
|
|
|
_status = GravityGeneratorStatus.On;
|
2020-08-22 22:29:20 +02:00
|
|
|
|
|
2020-10-18 13:08:41 +02:00
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.State, Status);
|
|
|
|
|
|
_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, true);
|
2020-05-02 15:02:52 +01:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|