2021-07-10 17:35:33 +02:00
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using System.Collections.Generic;
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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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2021-06-09 22:19:39 +02:00
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using Content.Shared.Projectiles;
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2021-07-10 17:35:33 +02:00
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using Content.Shared.Sound;
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2019-05-28 13:33:42 +02:00
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using Robust.Shared.GameObjects;
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2021-02-18 09:09:07 +01:00
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using Robust.Shared.Players;
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2021-03-05 01:08:38 +01:00
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using Robust.Shared.Serialization.Manager.Attributes;
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2019-08-22 11:10:14 +02:00
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using Robust.Shared.ViewVariables;
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2018-04-05 17:32:51 -05:00
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2021-06-09 22:19:39 +02:00
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namespace Content.Server.Projectiles.Components
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2018-04-05 17:32:51 -05:00
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{
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2019-07-31 15:02:36 +02:00
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[RegisterComponent]
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2021-05-30 23:30:44 +10:00
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[ComponentReference(typeof(SharedProjectileComponent))]
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2021-07-21 22:19:50 +10:00
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public class ProjectileComponent : SharedProjectileComponent
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2018-04-05 17:32:51 -05:00
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{
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2021-03-05 01:08:38 +01:00
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[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
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2020-06-22 05:47:15 +10:00
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2019-08-22 19:08:32 +10:00
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[ViewVariables]
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2020-06-22 05:47:15 +10:00
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public Dictionary<DamageType, int> Damages
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2019-08-22 19:08:32 +10:00
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{
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2020-06-22 05:47:15 +10:00
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get => _damages;
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set => _damages = value;
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2019-08-22 19:08:32 +10:00
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}
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2020-07-02 23:24:27 +02:00
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2021-05-04 15:37:16 +02:00
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[DataField("deleteOnCollide")]
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2021-03-16 15:50:20 +01:00
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public bool DeleteOnCollide { get; } = true;
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2020-06-22 05:47:15 +10:00
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// Get that juicy FPS hit sound
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2021-07-31 19:52:33 +02:00
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[DataField("soundHit", required: true)] public SoundSpecifier SoundHit = default!;
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2021-08-13 21:31:37 -07:00
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[DataField("soundHitSpecies")] public SoundSpecifier? SoundHitSpecies = null;
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2019-08-22 19:08:32 +10:00
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2021-07-21 22:19:50 +10:00
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public bool DamagedEntity;
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2021-02-28 18:49:48 +01:00
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2019-08-13 23:43:44 +02:00
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public float TimeLeft { get; set; } = 10;
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2018-04-05 17:32:51 -05:00
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/// <summary>
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(IEntity shooter)
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{
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2021-05-30 23:30:44 +10:00
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Shooter = shooter.Uid;
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2020-07-02 23:24:27 +02:00
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Dirty();
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2018-04-05 17:32:51 -05:00
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}
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2021-02-18 09:09:07 +01:00
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public override ComponentState GetComponentState(ICommonSession player)
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2020-07-02 23:24:27 +02:00
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{
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2021-05-30 23:30:44 +10:00
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return new ProjectileComponentState(Shooter, IgnoreShooter);
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2020-07-02 23:24:27 +02:00
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}
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2018-04-05 17:32:51 -05:00
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}
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}
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