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>
This commit is contained in:
DrSmugleaf
2020-08-17 01:42:42 +02:00
committed by GitHub
parent c17dd97383
commit b051261485
276 changed files with 7853 additions and 4737 deletions

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@@ -1,109 +0,0 @@
using System;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// This interface gives components behavior on getting destoyed.
/// </summary>
public interface IDestroyAct
{
/// <summary>
/// Called when object is destroyed
/// </summary>
void OnDestroy(DestructionEventArgs eventArgs);
}
public class DestructionEventArgs : EventArgs
{
public IEntity Owner { get; set; }
public bool IsSpawnWreck { get; set; }
}
public class BreakageEventArgs : EventArgs
{
public IEntity Owner { get; set; }
}
public interface IBreakAct
{
/// <summary>
/// Called when object is broken
/// </summary>
void OnBreak(BreakageEventArgs eventArgs);
}
public interface IExAct
{
/// <summary>
/// Called when explosion reaches the entity
/// </summary>
void OnExplosion(ExplosionEventArgs eventArgs);
}
public class ExplosionEventArgs : EventArgs
{
public GridCoordinates Source { get; set; }
public IEntity Target { get; set; }
public ExplosionSeverity Severity { get; set; }
}
[UsedImplicitly]
public sealed class ActSystem : EntitySystem
{
public void HandleDestruction(IEntity owner, bool isWreck)
{
var eventArgs = new DestructionEventArgs
{
Owner = owner,
IsSpawnWreck = isWreck
};
var destroyActs = owner.GetAllComponents<IDestroyAct>().ToList();
foreach (var destroyAct in destroyActs)
{
destroyAct.OnDestroy(eventArgs);
}
owner.Delete();
}
public void HandleExplosion(GridCoordinates source, IEntity target, ExplosionSeverity severity)
{
var eventArgs = new ExplosionEventArgs
{
Source = source,
Target = target,
Severity = severity
};
var exActs = target.GetAllComponents<IExAct>().ToList();
foreach (var exAct in exActs)
{
exAct.OnExplosion(eventArgs);
}
}
public void HandleBreakage(IEntity owner)
{
var eventArgs = new BreakageEventArgs
{
Owner = owner,
};
var breakActs = owner.GetAllComponents<IBreakAct>().ToList();
foreach (var breakAct in breakActs)
{
breakAct.OnBreak(eventArgs);
}
}
}
public enum ExplosionSeverity
{
Light,
Heavy,
Destruction,
}
}

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@@ -1,29 +0,0 @@
using Content.Server.GameObjects.Components.Metabolism;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// Triggers metabolism updates for <see cref="BloodstreamComponent"/>
/// </summary>
[UsedImplicitly]
internal sealed class BloodstreamSystem : EntitySystem
{
private float _accumulatedFrameTime;
public override void Update(float frameTime)
{
//Trigger metabolism updates at most once per second
_accumulatedFrameTime += frameTime;
if (_accumulatedFrameTime > 1.0f)
{
foreach (var component in ComponentManager.EntityQuery<BloodstreamComponent>())
{
component.OnUpdate(_accumulatedFrameTime);
}
_accumulatedFrameTime -= 1.0f;
}
}
}
}

View File

@@ -0,0 +1,29 @@
using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Metabolism;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class BodySystem : EntitySystem
{
public override void Update(float frameTime)
{
foreach (var body in ComponentManager.EntityQuery<BodyManagerComponent>())
{
body.PreMetabolism(frameTime);
}
foreach (var metabolism in ComponentManager.EntityQuery<MetabolismComponent>())
{
metabolism.Update(frameTime);
}
foreach (var body in ComponentManager.EntityQuery<BodyManagerComponent>())
{
body.PostMetabolism(frameTime);
}
}
}
}

View File

@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.Damage;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
@@ -63,7 +64,7 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
AsTask = Tcs.Task;
}
public void HandleDamage(object? sender, DamageEventArgs eventArgs)
public void HandleDamage(HealthChangedEventArgs args)
{
_tookDamage = true;
}

View File

@@ -3,7 +3,7 @@ using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects.Systems;
@@ -73,19 +73,19 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
// Caller's gonna be responsible for this I guess
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
doAfterComponent.Add(doAfter);
DamageableComponent? damageableComponent = null;
IDamageableComponent? damageableComponent = null;
// TODO: If the component's deleted this may not get unsubscribed?
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
{
damageableComponent.Damaged += doAfter.HandleDamage;
damageableComponent.HealthChangedEvent += doAfter.HandleDamage;
}
await doAfter.AsTask;
if (damageableComponent != null)
{
damageableComponent.Damaged -= doAfter.HandleDamage;
damageableComponent.HealthChangedEvent -= doAfter.HandleDamage;
}
return doAfter.Status;

View File

@@ -5,20 +5,21 @@ using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class HungerSystem : EntitySystem
public class HungerSystem : EntitySystem
{
private float _accumulatedFrameTime;
public override void Update(float frameTime)
{
_accumulatedFrameTime += frameTime;
if (_accumulatedFrameTime > 1.0f)
if (_accumulatedFrameTime > 1)
{
foreach (var comp in ComponentManager.EntityQuery<HungerComponent>())
{
comp.OnUpdate(_accumulatedFrameTime);
}
_accumulatedFrameTime -= 1.0f;
_accumulatedFrameTime -= 1;
}
}
}

View File

@@ -2,7 +2,9 @@ using System.Collections.Generic;
using Content.Server.GameObjects.Components.Damage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.StationEvents;
using Content.Shared.Damage;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
@@ -28,13 +30,13 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
private const int DamageThreshold = 10;
private Dictionary<IEntity, float> _accumulatedDamage = new Dictionary<IEntity, float>();
public override void Initialize()
{
base.Initialize();
_speciesQuery = new TypeEntityQuery(typeof(SpeciesComponent));
_speciesQuery = new TypeEntityQuery(typeof(IBodyManagerComponent));
}
public override void Update(float frameTime)
{
base.Update(frameTime);
@@ -72,7 +74,7 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
var damageMultiple = (int) (totalDamage / DamageThreshold);
_accumulatedDamage[species] = totalDamage % DamageThreshold;
damageableComponent.TakeDamage(DamageType.Heat, damageMultiple * DamageThreshold, comp.Owner, comp.Owner);
damageableComponent.ChangeDamage(DamageType.Heat, damageMultiple * DamageThreshold, false, comp.Owner);
}
}
@@ -80,10 +82,10 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
{
return;
}
// probably don't need to worry about clearing this at roundreset unless you have a radiation pulse at roundstart
// (which is currently not possible)
_accumulatedDamage.Clear();
}
}
}
}

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@@ -1,29 +0,0 @@
using Content.Server.GameObjects.Components.Nutrition;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// Triggers digestion updates on <see cref="StomachComponent"/>
/// </summary>
[UsedImplicitly]
internal sealed class StomachSystem : EntitySystem
{
private float _accumulatedFrameTime;
public override void Update(float frameTime)
{
//Update at most once per second
_accumulatedFrameTime += frameTime;
if (_accumulatedFrameTime > 1.0f)
{
foreach (var component in ComponentManager.EntityQuery<StomachComponent>())
{
component.OnUpdate(_accumulatedFrameTime);
}
_accumulatedFrameTime -= 1.0f;
}
}
}
}

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@@ -5,20 +5,21 @@ using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class ThirstSystem : EntitySystem
public class ThirstSystem : EntitySystem
{
private float _accumulatedFrameTime;
public override void Update(float frameTime)
{
_accumulatedFrameTime += frameTime;
if (_accumulatedFrameTime > 1.0f)
if (_accumulatedFrameTime > 1)
{
foreach (var component in ComponentManager.EntityQuery<ThirstComponent>())
{
component.OnUpdate(_accumulatedFrameTime);
}
_accumulatedFrameTime -= 1.0f;
_accumulatedFrameTime -= 1;
}
}
}