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OldThink/Content.Server/EntryPoint.cs

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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>
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using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.WorldState;
using Content.Server.Database;
using Content.Server.GameObjects.Components.Mobs.Speech;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Interfaces.PDA;
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using Content.Server.Sandbox;
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using Content.Shared.Kitchen;
using Robust.Server.Interfaces.Player;
using Robust.Shared.ContentPack;
using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Log;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Timing;
namespace Content.Server
{
public class EntryPoint : GameServer
{
private IGameTicker _gameTicker;
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private StatusShell _statusShell;
/// <inheritdoc />
public override void Init()
{
base.Init();
var factory = IoCManager.Resolve<IComponentFactory>();
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factory.DoAutoRegistrations();
foreach (var ignoreName in IgnoredComponents.List)
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{
factory.RegisterIgnore(ignoreName);
}
ServerContentIoC.Register();
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if (TestingCallbacks != null)
{
var cast = (ServerModuleTestingCallbacks) TestingCallbacks;
cast.ServerBeforeIoC?.Invoke();
}
IoCManager.BuildGraph();
_gameTicker = IoCManager.Resolve<IGameTicker>();
IoCManager.Resolve<IServerNotifyManager>().Initialize();
IoCManager.Resolve<IChatManager>().Initialize();
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var playerManager = IoCManager.Resolve<IPlayerManager>();
_statusShell = new StatusShell();
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var logManager = IoCManager.Resolve<ILogManager>();
logManager.GetSawmill("Storage").Level = LogLevel.Info;
IoCManager.Resolve<IConnectionManager>().Initialize();
IoCManager.Resolve<IServerDbManager>().Init();
IoCManager.Resolve<IServerPreferencesManager>().Init();
IoCManager.Resolve<INodeGroupFactory>().Initialize();
IoCManager.Resolve<ISandboxManager>().Initialize();
IoCManager.Resolve<IAccentManager>().Initialize();
}
public override void PostInit()
{
base.PostInit();
_gameTicker.Initialize();
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IoCManager.Resolve<RecipeManager>().Initialize();
IoCManager.Resolve<BlackboardManager>().Initialize();
IoCManager.Resolve<ConsiderationsManager>().Initialize();
IoCManager.Resolve<IPDAUplinkManager>().Initialize();
}
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
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base.Update(level, frameEventArgs);
switch (level)
{
case ModUpdateLevel.PreEngine:
{
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_gameTicker.Update(frameEventArgs);
break;
}
}
}
}
}