2019-11-13 17:37:46 -05:00
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using Content.Server.Explosions;
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2020-08-13 14:40:27 +02:00
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using Content.Server.GameObjects.EntitySystems;
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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.GameObjects.EntitySystems;
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2019-06-07 16:15:20 +05:00
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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2019-12-15 14:12:23 +01:00
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namespace Content.Server.GameObjects.Components.Explosion
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2019-06-07 16:15:20 +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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2019-06-07 16:15:20 +05:00
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public class ExplosiveComponent : Component, ITimerTrigger, IDestroyAct
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{
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public override string Name => "Explosive";
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2019-12-15 14:12:23 +01:00
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2019-06-07 16:15:20 +05:00
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public int DevastationRange = 0;
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public int HeavyImpactRange = 0;
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public int LightImpactRange = 0;
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public int FlashRange = 0;
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2019-09-24 03:54:24 -04:00
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private bool _beingExploded = false;
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2019-06-07 16:15:20 +05:00
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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 DevastationRange, "devastationRange", 0);
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serializer.DataField(ref HeavyImpactRange, "heavyImpactRange", 0);
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serializer.DataField(ref LightImpactRange, "lightImpactRange", 0);
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serializer.DataField(ref FlashRange, "flashRange", 0);
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}
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2019-10-11 16:57:16 -04:00
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public bool Explosion()
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2019-06-07 16:15:20 +05:00
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{
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2019-09-24 03:54:24 -04:00
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//Prevent adjacent explosives from infinitely blowing each other up.
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if (_beingExploded) return true;
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_beingExploded = true;
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2020-09-06 16:11:53 +02:00
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ExplosionHelper.SpawnExplosion(Owner.Transform.Coordinates, DevastationRange, HeavyImpactRange, LightImpactRange, FlashRange);
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2019-07-07 00:39:00 +02:00
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2019-09-24 03:54:24 -04:00
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Owner.Delete();
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2019-06-07 16:15:20 +05:00
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return true;
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}
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bool ITimerTrigger.Trigger(TimerTriggerEventArgs eventArgs)
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{
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return Explosion();
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}
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void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
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{
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Explosion();
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}
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}
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}
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