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

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Chemical reaction refactor (#2936) * Moves ContainsReagent from SolutionContainer to Solution GetMajorReagentId from SOlutionContainer to Solution Makes capability checks use HasFlag Moves Solution Color calculation from SolutionContainer to Solution Replaces SolutionContainerCaps.NoExamine with CanExamine Misc SolutionContainer.Capabilities yaml cleanup * Moves IReactionEffect from server to shared * Moves ReactionPrototype from server to shared * Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem * Moves PerformReaction from SolutionContainer to ChemicalReactionSystem * Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem * Removes unused SolutionContainer methods * Removes now-unused GetMajorReagentId from SOlutionContainer * ChemicalReactionSystem comments * Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent * ChemicalReactionSystem ProcessReactions * Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff * Fixes SolutionContainer.CheckForReaction infinite recursion * Moves IReactionEffect and ExplosionReactionEffect back to server * Moves ChemicalReactionSystem and ReactionPrototype back to server * Uncomments out Explosion code * namespace fixes * Moves ReactionPrototype and IReactionEffect from Server to Shared * Moves ChemicalReactionSystem from Server to Shared * ChemicalReaction code partial rewrite * Moves CanReact and PerformReaction to Solution * Revert "Moves CanReact and PerformReaction to Solution" This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8. * Moves ChemistrySystem from Server to Shared * diff fix * TODO warning Co-authored-by: py01 <pyronetics01@gmail.com>
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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
2020-07-25 15:11:16 +02:00
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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;
A big hecking chemistry-related refactor. (#3055) * A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
2021-02-03 14:05:31 +01:00
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.GameObjects.Components.Power;
Chemical reaction refactor (#2936) * Moves ContainsReagent from SolutionContainer to Solution GetMajorReagentId from SOlutionContainer to Solution Makes capability checks use HasFlag Moves Solution Color calculation from SolutionContainer to Solution Replaces SolutionContainerCaps.NoExamine with CanExamine Misc SolutionContainer.Capabilities yaml cleanup * Moves IReactionEffect from server to shared * Moves ReactionPrototype from server to shared * Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem * Moves PerformReaction from SolutionContainer to ChemicalReactionSystem * Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem * Removes unused SolutionContainer methods * Removes now-unused GetMajorReagentId from SOlutionContainer * ChemicalReactionSystem comments * Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent * ChemicalReactionSystem ProcessReactions * Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff * Fixes SolutionContainer.CheckForReaction infinite recursion * Moves IReactionEffect and ExplosionReactionEffect back to server * Moves ChemicalReactionSystem and ReactionPrototype back to server * Uncomments out Explosion code * namespace fixes * Moves ReactionPrototype and IReactionEffect from Server to Shared * Moves ChemicalReactionSystem from Server to Shared * ChemicalReaction code partial rewrite * Moves CanReact and PerformReaction to Solution * Revert "Moves CanReact and PerformReaction to Solution" This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8. * Moves ChemistrySystem from Server to Shared * diff fix * TODO warning Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-07 00:31:43 -06:00
using Content.Shared.GameObjects.EntitySystems;
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.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
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 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);
}
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async Task<bool> IInteractUsing.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
2020-07-25 15:11:16 +02:00
return false;
}
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A big hecking chemistry-related refactor. (#3055) * A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
2021-02-03 14:05:31 +01:00
if (itemEntity.TryGetComponent<SolutionTransferComponent>(out var attackPourable))
{
A big hecking chemistry-related refactor. (#3055) * A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
2021-02-03 14:05:31 +01:00
if (!itemEntity.TryGetComponent<ISolutionInteractionsComponent>(out var attackSolution)
|| !attackSolution.CanDrain)
{
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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
A big hecking chemistry-related refactor. (#3055) * A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
2021-02-03 14:05:31 +01:00
var removedSolution = attackSolution.Drain(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);
Owner.SpawnTimer((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;
Removed EntityManager member variable from Components and EntitySystems (#2502) * Removed EntityManager member variable from Components and EntitySystems * Removed EntityManager with minor corecctions * Update PathfindingSystem.cs * Update InteractionSystem.cs * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Stack/StackComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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Owner.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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{
Removed EntityManager member variable from Components and EntitySystems (#2502) * Removed EntityManager member variable from Components and EntitySystems * Removed EntityManager with minor corecctions * Update PathfindingSystem.cs * Update InteractionSystem.cs * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Stack/StackComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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if (Owner.EntityManager.EntityExists(entityID))
{
Removed EntityManager member variable from Components and EntitySystems (#2502) * Removed EntityManager member variable from Components and EntitySystems * Removed EntityManager with minor corecctions * Update PathfindingSystem.cs * Update InteractionSystem.cs * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Stack/StackComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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_storage.Remove(Owner.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)
{
Chemical reaction refactor (#2936) * Moves ContainsReagent from SolutionContainer to Solution GetMajorReagentId from SOlutionContainer to Solution Makes capability checks use HasFlag Moves Solution Color calculation from SolutionContainer to Solution Replaces SolutionContainerCaps.NoExamine with CanExamine Misc SolutionContainer.Capabilities yaml cleanup * Moves IReactionEffect from server to shared * Moves ReactionPrototype from server to shared * Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem * Moves PerformReaction from SolutionContainer to ChemicalReactionSystem * Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem * Removes unused SolutionContainer methods * Removes now-unused GetMajorReagentId from SOlutionContainer * ChemicalReactionSystem comments * Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent * ChemicalReactionSystem ProcessReactions * Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff * Fixes SolutionContainer.CheckForReaction infinite recursion * Moves IReactionEffect and ExplosionReactionEffect back to server * Moves ChemicalReactionSystem and ReactionPrototype back to server * Uncomments out Explosion code * namespace fixes * Moves ReactionPrototype and IReactionEffect from Server to Shared * Moves ChemicalReactionSystem from Server to Shared * ChemicalReaction code partial rewrite * Moves CanReact and PerformReaction to Solution * Revert "Moves CanReact and PerformReaction to Solution" This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8. * Moves ChemistrySystem from Server to Shared * diff fix * TODO warning Co-authored-by: py01 <pyronetics01@gmail.com>
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if (!solution.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));
}
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SuicideKind ISuicideAct.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;
}
}
}