2020-06-28 09:23:26 -06:00
|
|
|
|
using System;
|
2020-08-13 14:40:27 +02:00
|
|
|
|
using Content.Server.GameObjects.EntitySystems;
|
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
|
|
|
|
using Content.Shared.GameObjects.EntitySystems;
|
2020-05-21 20:08:03 +01:00
|
|
|
|
using Robust.Server.GameObjects;
|
|
|
|
|
|
using Robust.Shared.GameObjects;
|
2020-06-24 04:04:43 +02:00
|
|
|
|
using Robust.Shared.Interfaces.Timing;
|
2020-08-24 13:39:00 +02:00
|
|
|
|
using Robust.Shared.Log;
|
2020-05-21 20:08:03 +01:00
|
|
|
|
using Robust.Shared.Serialization;
|
|
|
|
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
|
|
|
2020-08-13 14:40:27 +02:00
|
|
|
|
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
|
2020-05-21 20:08:03 +01:00
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// This is a solar panel.
|
|
|
|
|
|
/// It generates power from the sun based on coverage.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[RegisterComponent]
|
|
|
|
|
|
public class SolarPanelComponent : Component, IBreakAct
|
|
|
|
|
|
{
|
|
|
|
|
|
public override string Name => "SolarPanel";
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Maximum supply output by this panel (coverage = 1)
|
|
|
|
|
|
/// </summary>
|
2020-06-28 09:23:26 -06:00
|
|
|
|
private int _maxSupply = 1500;
|
2020-05-21 20:08:03 +01:00
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
2020-06-28 09:23:26 -06:00
|
|
|
|
public int MaxSupply
|
2020-05-21 20:08:03 +01:00
|
|
|
|
{
|
|
|
|
|
|
get => _maxSupply;
|
|
|
|
|
|
set {
|
|
|
|
|
|
_maxSupply = value;
|
|
|
|
|
|
UpdateSupply();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Current coverage of this panel (from 0 to 1).
|
|
|
|
|
|
/// This is updated by <see cref='PowerSolarSystem'/>.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
private float _coverage = 0;
|
|
|
|
|
|
[ViewVariables]
|
|
|
|
|
|
public float Coverage
|
|
|
|
|
|
{
|
|
|
|
|
|
get => _coverage;
|
|
|
|
|
|
set {
|
|
|
|
|
|
// This gets updated once-per-tick, so avoid updating it if truly unnecessary
|
|
|
|
|
|
if (_coverage != value) {
|
|
|
|
|
|
_coverage = value;
|
|
|
|
|
|
UpdateSupply();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2020-06-02 12:32:18 +01:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// The game time (<see cref='IGameTiming'/>) of the next coverage update.
|
|
|
|
|
|
/// This may have a random offset applied.
|
|
|
|
|
|
/// This is used to reduce solar panel updates and stagger them to prevent lagspikes.
|
|
|
|
|
|
/// This should only be updated by the PowerSolarSystem but is viewable for debugging.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[ViewVariables]
|
|
|
|
|
|
public TimeSpan TimeOfNextCoverageUpdate = TimeSpan.MinValue;
|
|
|
|
|
|
|
2020-05-21 20:08:03 +01:00
|
|
|
|
private void UpdateSupply()
|
|
|
|
|
|
{
|
2020-08-24 13:39:00 +02:00
|
|
|
|
if (Owner.TryGetComponent(out PowerSupplierComponent supplier))
|
|
|
|
|
|
{
|
|
|
|
|
|
supplier.SupplyRate = (int) (_maxSupply * _coverage);
|
|
|
|
|
|
}
|
2020-05-21 20:08:03 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public override void Initialize()
|
|
|
|
|
|
{
|
|
|
|
|
|
base.Initialize();
|
|
|
|
|
|
|
2020-08-24 13:39:00 +02:00
|
|
|
|
if (!Owner.EnsureComponent(out PowerSupplierComponent _))
|
|
|
|
|
|
{
|
|
|
|
|
|
Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PowerSupplierComponent)}");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2020-05-21 20:08:03 +01:00
|
|
|
|
UpdateSupply();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
|
|
|
|
{
|
|
|
|
|
|
base.ExposeData(serializer);
|
|
|
|
|
|
|
|
|
|
|
|
serializer.DataField(ref _maxSupply, "maxsupply", 1500);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public void OnBreak(BreakageEventArgs args)
|
|
|
|
|
|
{
|
|
|
|
|
|
var sprite = Owner.GetComponent<SpriteComponent>();
|
|
|
|
|
|
sprite.LayerSetState(0, "broken");
|
|
|
|
|
|
MaxSupply = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|