2021-01-10 02:41:55 -06:00
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#nullable enable
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2020-07-08 13:41:32 +02:00
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using System;
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2020-08-18 14:39:08 +02:00
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using System.Threading.Tasks;
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2020-08-11 22:34:37 +02:00
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using Content.Server.Atmos;
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2021-02-03 14:05:31 +01:00
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using Content.Server.Explosions;
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2020-05-11 15:26:07 +02:00
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using Content.Server.GameObjects.Components.Chemistry;
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2020-08-13 14:40:27 +02:00
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using Content.Server.GameObjects.Components.Items.Storage;
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2020-08-11 22:34:37 +02:00
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using Content.Server.GameObjects.EntitySystems;
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2020-05-27 20:05:12 -03:00
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameObjects;
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2020-08-30 11:28:46 +02:00
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using Content.Server.Utility;
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2020-05-11 15:26:07 +02:00
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects;
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2021-02-03 14:05:31 +01:00
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using Content.Shared.GameObjects.Components.Chemistry;
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2020-05-11 15:26:07 +02:00
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using Content.Shared.GameObjects.Components.Interactable;
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2020-09-13 14:23:52 +02:00
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using Content.Shared.GameObjects.EntitySystems;
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2020-08-29 11:12:21 +00:00
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using Content.Shared.Interfaces;
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2020-09-13 14:23:52 +02:00
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using Content.Shared.Interfaces.GameObjects.Components;
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2020-05-11 15:26:07 +02:00
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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2021-02-18 09:09:07 +01:00
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using Robust.Shared.Players;
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2020-09-13 14:23:52 +02:00
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using Robust.Shared.Serialization;
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2020-05-11 15:26:07 +02:00
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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.Interactable
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{
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[RegisterComponent]
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[ComponentReference(typeof(ToolComponent))]
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2020-07-02 14:50:57 -07:00
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[ComponentReference(typeof(IToolComponent))]
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2021-01-11 00:17:28 +01:00
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[ComponentReference(typeof(IHotItem))]
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2021-02-03 14:05:31 +01:00
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public class WelderComponent : ToolComponent, IExamine, IUse, ISuicideAct, ISolutionChange, IHotItem, IAfterInteract
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2020-05-11 15:26:07 +02:00
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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public override string Name => "Welder";
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public override uint? NetID => ContentNetIDs.WELDER;
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/// <summary>
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/// Default Cost of using the welder fuel for an action
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/// </summary>
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public const float DefaultFuelCost = 10;
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/// <summary>
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/// Rate at which we expunge fuel from ourselves when activated
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/// </summary>
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public const float FuelLossRate = 0.5f;
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2020-07-08 13:41:32 +02:00
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private bool _welderLit;
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private WelderSystem _welderSystem = default!;
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private SpriteComponent? _spriteComponent;
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2020-09-09 18:32:31 -04:00
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private SolutionContainerComponent? _solutionComponent;
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2020-07-08 13:41:32 +02:00
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private PointLightComponent? _pointLightComponent;
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2020-05-11 15:26:07 +02:00
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2020-07-29 15:14:04 +02:00
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public string? WeldSoundCollection { get; set; }
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2020-05-11 15:26:07 +02:00
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[ViewVariables]
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2020-10-10 15:25:13 +02:00
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public float Fuel => _solutionComponent?.Solution?.GetReagentQuantity("chem.WeldingFuel").Float() ?? 0f;
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[ViewVariables]
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public float FuelCapacity => _solutionComponent?.MaxVolume.Float() ?? 0f;
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/// <summary>
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/// Status of welder, whether it is ignited
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/// </summary>
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[ViewVariables]
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public bool WelderLit
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{
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get => _welderLit;
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private set
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{
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_welderLit = value;
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Dirty();
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}
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}
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2021-01-11 00:17:28 +01:00
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bool IHotItem.IsCurrentlyHot()
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{
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return WelderLit;
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}
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2020-05-11 15:26:07 +02:00
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public override void Initialize()
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{
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base.Initialize();
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2020-05-19 13:55:52 +02:00
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AddQuality(ToolQuality.Welding);
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2020-05-11 15:26:07 +02:00
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_welderSystem = _entitySystemManager.GetEntitySystem<WelderSystem>();
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Owner.TryGetComponent(out _solutionComponent);
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Owner.TryGetComponent(out _spriteComponent);
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2020-07-08 13:41:32 +02:00
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Owner.TryGetComponent(out _pointLightComponent);
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2020-05-11 15:26:07 +02:00
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}
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2020-07-29 15:14:04 +02:00
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, collection => WeldSoundCollection, "weldSoundCollection", string.Empty);
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}
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2021-02-18 09:09:07 +01:00
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
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}
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2020-08-18 14:39:08 +02:00
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public override async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool>? doAfterCheck = null)
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{
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bool ExtraCheck()
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{
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var extraCheck = doAfterCheck?.Invoke() ?? true;
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if (!CanWeld(DefaultFuelCost))
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{
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2020-09-01 12:34:53 +02:00
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target.PopupMessage(user, "Can't weld!");
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2020-08-18 14:39:08 +02:00
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return false;
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}
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return extraCheck;
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}
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var canUse = await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck);
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2020-05-19 13:55:52 +02:00
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2020-05-23 14:26:41 +02:00
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return toolQualityNeeded.HasFlag(ToolQuality.Welding) ? canUse && TryWeld(DefaultFuelCost, user) : canUse;
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}
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2020-08-18 14:39:08 +02:00
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public async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, float fuelConsumed, Func<bool>? doAfterCheck = null)
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2020-05-17 12:58:54 +02:00
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{
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bool ExtraCheck()
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{
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var extraCheck = doAfterCheck?.Invoke() ?? true;
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return extraCheck && CanWeld(fuelConsumed);
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}
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return await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck) && TryWeld(fuelConsumed, user);
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2020-05-17 12:58:54 +02:00
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}
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2020-07-08 13:41:32 +02:00
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private bool TryWeld(float value, IEntity? user = null, bool silent = false)
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2020-05-11 15:26:07 +02:00
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{
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2020-05-23 14:26:41 +02:00
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if (!WelderLit)
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{
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2020-09-01 12:34:53 +02:00
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if(!silent) Owner.PopupMessage(user, Loc.GetString("The welder is turned off!"));
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2020-05-23 14:26:41 +02:00
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return false;
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}
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if (!CanWeld(value))
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{
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2020-09-01 12:34:53 +02:00
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if(!silent) Owner.PopupMessage(user, Loc.GetString("The welder does not have enough fuel for that!"));
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2020-05-27 20:05:12 -03:00
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return false;
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2020-05-23 14:26:41 +02:00
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}
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if (_solutionComponent == null)
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2020-05-11 15:26:07 +02:00
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return false;
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2020-07-29 15:14:04 +02:00
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bool succeeded = _solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(value));
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if (succeeded && !silent)
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{
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PlaySoundCollection(WeldSoundCollection);
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}
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return succeeded;
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2020-05-11 15:26:07 +02:00
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}
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2020-05-19 13:55:52 +02:00
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private bool CanWeld(float value)
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{
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2020-05-19 13:55:52 +02:00
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return Fuel > value || Qualities != ToolQuality.Welding;
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2020-05-11 15:26:07 +02:00
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}
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2020-05-19 13:55:52 +02:00
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private bool CanLitWelder()
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2020-05-11 15:26:07 +02:00
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{
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2020-05-19 13:55:52 +02:00
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return Fuel > 0 || Qualities != ToolQuality.Welding;
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2020-05-11 15:26:07 +02:00
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}
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/// <summary>
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/// Deactivates welding tool if active, activates welding tool if possible
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/// </summary>
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2020-07-08 13:41:32 +02:00
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private bool ToggleWelderStatus(IEntity? user = null)
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2020-05-11 15:26:07 +02:00
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{
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2020-05-24 19:44:22 +00:00
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var item = Owner.GetComponent<ItemComponent>();
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2020-05-11 15:26:07 +02:00
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if (WelderLit)
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{
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WelderLit = false;
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// Layer 1 is the flame.
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2020-05-24 19:44:22 +00:00
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item.EquippedPrefix = "off";
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2020-07-08 13:41:32 +02:00
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_spriteComponent?.LayerSetVisible(1, false);
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if (_pointLightComponent != null) _pointLightComponent.Enabled = false;
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2020-05-11 15:26:07 +02:00
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PlaySoundCollection("WelderOff", -5);
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2020-08-15 00:12:30 +02:00
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_welderSystem.Unsubscribe(this);
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2020-05-11 15:26:07 +02:00
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return true;
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}
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2020-05-23 14:26:41 +02:00
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if (!CanLitWelder())
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{
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2020-09-01 12:34:53 +02:00
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Owner.PopupMessage(user, Loc.GetString("The welder has no fuel left!"));
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2020-05-23 14:26:41 +02:00
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return false;
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}
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2020-05-11 15:26:07 +02:00
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WelderLit = true;
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2020-05-24 19:44:22 +00:00
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item.EquippedPrefix = "on";
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2020-07-08 13:41:32 +02:00
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_spriteComponent?.LayerSetVisible(1, true);
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if (_pointLightComponent != null) _pointLightComponent.Enabled = true;
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2020-05-11 15:26:07 +02:00
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PlaySoundCollection("WelderOn", -5);
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2020-08-15 00:12:30 +02:00
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_welderSystem.Subscribe(this);
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2020-08-11 22:34:37 +02:00
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2020-09-06 16:11:53 +02:00
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Owner.Transform.Coordinates
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2020-08-11 22:34:37 +02:00
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.GetTileAtmosphere()?.HotspotExpose(700f, 50f, true);
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2020-05-11 15:26:07 +02:00
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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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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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2020-05-11 15:26:07 +02:00
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{
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2020-05-23 14:26:41 +02:00
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return ToggleWelderStatus(eventArgs.User);
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2020-05-11 15:26:07 +02:00
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}
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2020-05-31 19:29:06 +01:00
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public void Examine(FormattedMessage message, bool inDetailsRange)
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2020-05-11 15:26:07 +02:00
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{
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if (WelderLit)
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{
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message.AddMarkup(Loc.GetString("[color=orange]Lit[/color]\n"));
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}
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else
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{
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message.AddText(Loc.GetString("Not lit\n"));
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}
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2020-05-31 19:29:06 +01:00
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if (inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("Fuel: [color={0}]{1}/{2}[/color].",
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Fuel < FuelCapacity / 4f ? "darkorange" : "orange", Math.Round(Fuel), FuelCapacity));
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}
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2020-05-11 15:26:07 +02:00
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}
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2020-08-15 00:12:30 +02:00
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protected override void Shutdown()
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{
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base.Shutdown();
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_welderSystem.Unsubscribe(this);
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}
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2020-05-11 15:26:07 +02:00
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public void OnUpdate(float frameTime)
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{
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2020-08-15 00:12:30 +02:00
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if (!HasQuality(ToolQuality.Welding) || !WelderLit || Owner.Deleted)
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2020-05-11 15:26:07 +02:00
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return;
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2020-07-08 13:41:32 +02:00
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_solutionComponent?.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
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2020-05-11 15:26:07 +02:00
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2020-09-06 16:11:53 +02:00
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Owner.Transform.Coordinates
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2020-08-14 18:03:52 +02:00
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.GetTileAtmosphere()?.HotspotExpose(700f, 50f, true);
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2020-05-11 15:26:07 +02:00
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if (Fuel == 0)
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ToggleWelderStatus();
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}
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2020-05-27 20:05:12 -03:00
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2021-02-04 17:44:49 +01:00
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SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
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2020-05-27 20:05:12 -03:00
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{
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2020-08-30 11:28:46 +02:00
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string othersMessage;
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string selfMessage;
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2020-05-27 20:05:12 -03:00
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if (TryWeld(5, victim, silent: true))
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{
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2020-07-29 15:14:04 +02:00
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PlaySoundCollection(WeldSoundCollection);
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2020-08-30 11:28:46 +02:00
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othersMessage =
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Loc.GetString(
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"{0:theName} welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!",
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victim);
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victim.PopupMessageOtherClients(othersMessage);
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selfMessage = Loc.GetString("You weld your every orifice closed!");
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victim.PopupMessage(selfMessage);
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2020-05-27 20:05:12 -03:00
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return SuicideKind.Heat;
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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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2020-08-30 11:28:46 +02:00
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othersMessage = Loc.GetString("{0:theName} bashes themselves with the unlit welding torch!", victim);
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victim.PopupMessageOtherClients(othersMessage);
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selfMessage = Loc.GetString("You bash yourself with the unlit welding torch!");
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victim.PopupMessage(selfMessage);
|
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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
|
|
|
return SuicideKind.Blunt;
|
2020-05-27 20:05:12 -03:00
|
|
|
}
|
2020-07-08 05:46:54 -04:00
|
|
|
|
|
|
|
|
public void SolutionChanged(SolutionChangeEventArgs eventArgs)
|
|
|
|
|
{
|
|
|
|
|
Dirty();
|
|
|
|
|
}
|
2021-01-11 00:17:28 +01:00
|
|
|
|
|
|
|
|
|
2021-02-03 14:05:31 +01:00
|
|
|
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
|
|
|
|
{
|
|
|
|
|
if (eventArgs.Target == null || !eventArgs.CanReach)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (eventArgs.Target.TryGetComponent(out ReagentTankComponent? tank)
|
|
|
|
|
&& tank.TankType == ReagentTankType.Fuel
|
|
|
|
|
&& eventArgs.Target.TryGetComponent(out ISolutionInteractionsComponent? targetSolution)
|
|
|
|
|
&& targetSolution.CanDrain
|
|
|
|
|
&& _solutionComponent != null)
|
|
|
|
|
{
|
|
|
|
|
if (WelderLit)
|
|
|
|
|
{
|
|
|
|
|
// Oh no no
|
|
|
|
|
eventArgs.Target.SpawnExplosion();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var trans = ReagentUnit.Min(_solutionComponent.EmptyVolume, targetSolution.DrainAvailable);
|
|
|
|
|
if (trans > 0)
|
|
|
|
|
{
|
|
|
|
|
var drained = targetSolution.Drain(trans);
|
|
|
|
|
_solutionComponent.TryAddSolution(drained);
|
|
|
|
|
|
|
|
|
|
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/refill.ogg", Owner);
|
|
|
|
|
eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("Welder refueled"));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2020-05-11 15:26:07 +02:00
|
|
|
}
|
|
|
|
|
}
|