2020-06-22 05:47:15 +10:00
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using System;
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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.Damage;
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2020-06-22 05:47:15 +10:00
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using Content.Shared.Physics;
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2021-02-11 01:13:03 -08:00
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using Robust.Server.GameObjects;
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2020-06-22 05:47:15 +10:00
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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2021-02-11 01:13:03 -08:00
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using Robust.Shared.Timing;
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2020-06-22 05:47:15 +10:00
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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/// <summary>
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/// Lasers etc.
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/// </summary>
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[RegisterComponent]
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public class HitscanComponent : Component
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{
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2020-09-02 01:30:03 +02:00
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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2020-06-22 05:47:15 +10:00
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public override string Name => "Hitscan";
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public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
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private int _collisionMask;
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2020-08-13 14:40:27 +02:00
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2020-06-22 05:47:15 +10:00
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public float Damage
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{
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get => _damage;
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set => _damage = value;
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}
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private float _damage;
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public DamageType DamageType => _damageType;
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private DamageType _damageType;
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public float MaxLength => 20.0f;
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private TimeSpan _startTime;
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private TimeSpan _deathTime;
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public float ColorModifier { get; set; } = 1.0f;
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private string _spriteName;
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private string _muzzleFlash;
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private string _impactFlash;
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private string _soundHitWall;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _collisionMask, "layers", (int) CollisionGroup.Opaque, WithFormat.Flags<CollisionLayer>());
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serializer.DataField(ref _damage, "damage", 10.0f);
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serializer.DataField(ref _damageType, "damageType", DamageType.Heat);
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2020-07-07 13:19:00 -04:00
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serializer.DataField(ref _spriteName, "spriteName", "Objects/Weapons/Guns/Projectiles/laser.png");
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2020-06-22 05:47:15 +10:00
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serializer.DataField(ref _muzzleFlash, "muzzleFlash", null);
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serializer.DataField(ref _impactFlash, "impactFlash", null);
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2020-07-07 13:19:00 -04:00
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serializer.DataField(ref _soundHitWall, "soundHitWall", "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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2020-06-22 05:47:15 +10:00
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}
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public void FireEffects(IEntity user, float distance, Angle angle, IEntity hitEntity = null)
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{
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var effectSystem = EntitySystem.Get<EffectSystem>();
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2020-09-02 01:30:03 +02:00
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_startTime = _gameTiming.CurTime;
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2020-06-22 05:47:15 +10:00
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_deathTime = _startTime + TimeSpan.FromSeconds(1);
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2020-09-06 16:11:53 +02:00
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var afterEffect = AfterEffects(user.Transform.Coordinates, angle, distance, 1.0f);
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2020-06-22 05:47:15 +10:00
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if (afterEffect != null)
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{
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effectSystem.CreateParticle(afterEffect);
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}
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// if we're too close we'll stop the impact and muzzle / impact sprites from clipping
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if (distance > 1.0f)
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{
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var impactEffect = ImpactFlash(distance, angle);
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if (impactEffect != null)
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{
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effectSystem.CreateParticle(impactEffect);
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}
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2020-09-06 16:11:53 +02:00
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var muzzleEffect = MuzzleFlash(user.Transform.Coordinates, angle);
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2020-06-22 05:47:15 +10:00
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if (muzzleEffect != null)
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{
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effectSystem.CreateParticle(muzzleEffect);
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}
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}
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if (hitEntity != null && _soundHitWall != null)
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{
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// TODO: No wall component so ?
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var offset = angle.ToVec().Normalized / 2;
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2020-09-06 16:11:53 +02:00
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitWall, user.Transform.Coordinates.Offset(offset));
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2020-06-22 05:47:15 +10:00
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}
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2020-08-13 14:40:27 +02:00
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2020-10-30 05:02:49 +01:00
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Owner.SpawnTimer((int) _deathTime.TotalMilliseconds, () =>
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2020-06-22 05:47:15 +10:00
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{
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if (!Owner.Deleted)
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{
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Owner.Delete();
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}
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});
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}
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2020-08-13 14:40:27 +02:00
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2020-09-06 16:11:53 +02:00
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private EffectSystemMessage MuzzleFlash(EntityCoordinates grid, Angle angle)
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2020-06-22 05:47:15 +10:00
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{
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if (_muzzleFlash == null)
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{
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return null;
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}
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2020-08-13 14:40:27 +02:00
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2020-06-22 05:47:15 +10:00
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var offset = angle.ToVec().Normalized / 2;
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2020-08-13 14:40:27 +02:00
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2020-06-22 05:47:15 +10:00
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var message = new EffectSystemMessage
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{
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EffectSprite = _muzzleFlash,
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Born = _startTime,
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DeathTime = _deathTime,
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2020-09-06 16:11:53 +02:00
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Coordinates = grid.Offset(offset),
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2020-06-22 05:47:15 +10:00
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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2020-08-13 14:40:27 +02:00
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2020-06-22 05:47:15 +10:00
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return message;
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}
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2020-09-06 16:11:53 +02:00
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private EffectSystemMessage AfterEffects(EntityCoordinates origin, Angle angle, float distance, float offset = 0.0f)
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2020-06-22 05:47:15 +10:00
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{
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var midPointOffset = angle.ToVec() * distance / 2;
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var message = new EffectSystemMessage
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{
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EffectSprite = _spriteName,
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Born = _startTime,
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DeathTime = _deathTime,
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Size = new Vector2(distance - offset, 1f),
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2020-09-06 16:11:53 +02:00
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Coordinates = origin.Offset(midPointOffset),
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2020-06-22 05:47:15 +10:00
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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2020-08-13 14:40:27 +02:00
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2020-06-22 05:47:15 +10:00
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return message;
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}
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private EffectSystemMessage ImpactFlash(float distance, Angle angle)
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{
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if (_impactFlash == null)
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{
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return null;
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}
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var message = new EffectSystemMessage
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{
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EffectSprite = _impactFlash,
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Born = _startTime,
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DeathTime = _deathTime,
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2020-09-06 16:11:53 +02:00
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Coordinates = Owner.Transform.Coordinates.Offset(angle.ToVec() * distance),
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2020-06-22 05:47:15 +10:00
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//Rotated from east facing
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Rotation = (float) angle.FlipPositive(),
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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return message;
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}
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}
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}
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