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.Server.AI.Utility.Considerations;
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2020-08-13 14:40:27 +02:00
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using Content.Server.AI.WorldState;
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2020-09-29 14:26:00 +02:00
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using Content.Server.Database;
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2020-09-13 14:23:52 +02:00
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using Content.Server.GameObjects.Components.Mobs.Speech;
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2020-08-13 14:40:27 +02:00
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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2020-06-28 09:23:26 -06:00
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using Content.Server.Interfaces;
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2019-07-31 15:02:36 +02:00
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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2020-05-28 06:22:47 -05:00
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using Content.Server.Interfaces.PDA;
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2019-10-02 10:45:06 +02:00
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using Content.Server.Sandbox;
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2020-04-30 18:08:51 -05:00
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using Content.Shared.Kitchen;
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2019-04-15 21:11:38 -06:00
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Interfaces.GameObjects;
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2019-07-31 15:02:36 +02:00
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using Robust.Shared.Interfaces.Log;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Timing;
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2017-08-04 14:24:01 +02:00
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namespace Content.Server
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{
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public class EntryPoint : GameServer
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{
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2018-11-22 10:37:58 +01:00
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private IGameTicker _gameTicker;
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2018-11-26 10:02:47 +01:00
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private StatusShell _statusShell;
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2018-08-21 00:59:04 +02:00
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2018-01-18 13:00:35 -06:00
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/// <inheritdoc />
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2017-08-04 14:24:01 +02:00
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public override void Init()
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{
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base.Init();
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2017-09-24 23:19:47 +02:00
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var factory = IoCManager.Resolve<IComponentFactory>();
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2019-07-31 15:02:36 +02:00
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factory.DoAutoRegistrations();
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2018-08-02 08:29:55 +02:00
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2020-07-02 09:50:45 -04:00
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foreach (var ignoreName in IgnoredComponents.List)
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2019-07-31 15:02:36 +02:00
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{
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factory.RegisterIgnore(ignoreName);
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}
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2019-07-19 10:45:04 +02:00
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2019-11-23 15:55:31 -05:00
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ServerContentIoC.Register();
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2019-06-29 01:58:16 +02:00
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if (TestingCallbacks != null)
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{
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var cast = (ServerModuleTestingCallbacks) TestingCallbacks;
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cast.ServerBeforeIoC?.Invoke();
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}
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2019-12-06 02:08:17 +01:00
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2018-11-21 21:11:30 +01:00
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IoCManager.BuildGraph();
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2018-11-22 10:37:58 +01:00
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_gameTicker = IoCManager.Resolve<IGameTicker>();
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2018-11-21 21:11:30 +01:00
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IoCManager.Resolve<IServerNotifyManager>().Initialize();
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2019-04-13 09:45:09 +02:00
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IoCManager.Resolve<IChatManager>().Initialize();
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2018-11-26 10:02:47 +01:00
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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_statusShell = new StatusShell();
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2019-05-06 19:31:04 +02:00
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var logManager = IoCManager.Resolve<ILogManager>();
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logManager.GetSawmill("Storage").Level = LogLevel.Info;
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2020-01-25 16:16:34 +01:00
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2020-09-29 14:26:00 +02:00
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IoCManager.Resolve<IConnectionManager>().Initialize();
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IoCManager.Resolve<IServerDbManager>().Init();
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IoCManager.Resolve<IServerPreferencesManager>().Init();
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2020-06-28 09:23:26 -06:00
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IoCManager.Resolve<INodeGroupFactory>().Initialize();
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2020-07-06 22:53:42 +02:00
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IoCManager.Resolve<ISandboxManager>().Initialize();
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2020-08-25 17:09:39 +02:00
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IoCManager.Resolve<IAccentManager>().Initialize();
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2018-01-18 13:00:35 -06:00
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}
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2018-11-21 21:21:29 +01:00
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public override void PostInit()
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{
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base.PostInit();
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2018-11-22 10:37:58 +01:00
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_gameTicker.Initialize();
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2020-04-30 18:08:51 -05:00
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IoCManager.Resolve<RecipeManager>().Initialize();
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2020-06-18 22:52:44 +10:00
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IoCManager.Resolve<BlackboardManager>().Initialize();
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2020-07-08 09:37:35 +10:00
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IoCManager.Resolve<ConsiderationsManager>().Initialize();
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2020-05-28 06:22:47 -05:00
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IoCManager.Resolve<IPDAUplinkManager>().Initialize();
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2018-11-21 21:21:29 +01:00
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}
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2019-08-04 01:08:55 +02:00
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
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2018-11-22 10:37:58 +01:00
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{
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2019-08-04 01:08:55 +02:00
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base.Update(level, frameEventArgs);
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2018-11-22 10:37:58 +01:00
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2019-11-21 16:37:15 -08:00
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switch (level)
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{
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case ModUpdateLevel.PreEngine:
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{
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2020-06-08 01:18:33 +02:00
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_gameTicker.Update(frameEventArgs);
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2019-11-21 16:37:15 -08:00
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break;
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}
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}
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2018-11-22 10:37:58 +01:00
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}
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2017-08-04 14:24:01 +02:00
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}
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}
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