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:
100
Content.Shared/Body/Part/BodyPartPrototype.cs
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100
Content.Shared/Body/Part/BodyPartPrototype.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using YamlDotNet.RepresentationModel;
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namespace Content.Shared.Body.Part
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{
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/// <summary>
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/// Prototype for the BodyPart class.
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/// </summary>
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[Prototype("bodyPart")]
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[Serializable, NetSerializable]
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public class BodyPartPrototype : IPrototype, IIndexedPrototype
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{
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private BodyPartCompatibility _compatibility;
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private string _damageContainerPresetId;
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private int _destroyThreshold;
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private int _durability;
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private string _id;
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private List<string> _mechanisms;
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private string _name;
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private BodyPartType _partType;
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private string _plural;
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private List<IExposeData> _properties;
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private float _resistance;
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private string _resistanceSetId;
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private string _rsiPath;
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private string _rsiState;
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private int _size;
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private string _surgeryDataName;
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[ViewVariables] public string Name => _name;
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[ViewVariables] public string Plural => _plural;
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[ViewVariables] public string RSIPath => _rsiPath;
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[ViewVariables] public string RSIState => _rsiState;
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[ViewVariables] public BodyPartType PartType => _partType;
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[ViewVariables] public int Durability => _durability;
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[ViewVariables] public int DestroyThreshold => _destroyThreshold;
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[ViewVariables] public float Resistance => _resistance;
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[ViewVariables] public int Size => _size;
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[ViewVariables] public BodyPartCompatibility Compatibility => _compatibility;
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[ViewVariables] public string DamageContainerPresetId => _damageContainerPresetId;
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[ViewVariables] public string ResistanceSetId => _resistanceSetId;
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[ViewVariables] public string SurgeryDataName => _surgeryDataName;
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[ViewVariables] public List<IExposeData> Properties => _properties;
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[ViewVariables] public List<string> Mechanisms => _mechanisms;
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[ViewVariables] public string ID => _id;
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public virtual void LoadFrom(YamlMappingNode mapping)
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{
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var serializer = YamlObjectSerializer.NewReader(mapping);
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serializer.DataField(ref _name, "name", string.Empty);
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serializer.DataField(ref _id, "id", string.Empty);
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serializer.DataField(ref _plural, "plural", string.Empty);
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serializer.DataField(ref _rsiPath, "rsiPath", string.Empty);
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serializer.DataField(ref _rsiState, "rsiState", string.Empty);
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serializer.DataField(ref _partType, "partType", BodyPartType.Other);
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serializer.DataField(ref _surgeryDataName, "surgeryDataType", "BiologicalSurgeryData");
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serializer.DataField(ref _durability, "durability", 50);
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serializer.DataField(ref _destroyThreshold, "destroyThreshold", -50);
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serializer.DataField(ref _resistance, "resistance", 0f);
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serializer.DataField(ref _size, "size", 0);
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serializer.DataField(ref _compatibility, "compatibility", BodyPartCompatibility.Universal);
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serializer.DataField(ref _damageContainerPresetId, "damageContainer", string.Empty);
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serializer.DataField(ref _resistanceSetId, "resistances", string.Empty);
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serializer.DataField(ref _properties, "properties", new List<IExposeData>());
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serializer.DataField(ref _mechanisms, "mechanisms", new List<string>());
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foreach (var property in _properties)
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{
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if (_properties.Count(x => x.GetType() == property.GetType()) > 1)
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{
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throw new InvalidOperationException(
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$"Multiple {nameof(BodyPartPrototype)} of the same type were defined in prototype {ID}");
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}
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}
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}
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}
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}
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23
Content.Shared/Body/Part/Properties/BodyPartProperty.cs
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Content.Shared/Body/Part/Properties/BodyPartProperty.cs
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part.Properties
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{
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/// <summary>
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/// Property attachable to a <see cref="BodyPart"/>.
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/// For example, this is used to define the speed capabilities of a
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/// leg. The movement system will look for a LegProperty on all BodyParts.
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/// </summary>
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public abstract class BodyPartProperty : IExposeData
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{
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/// <summary>
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/// Whether this property is currently active.
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/// </summary>
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public bool Active;
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public virtual void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref Active, "active", true);
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}
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}
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}
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11
Content.Shared/Body/Part/Properties/Movement/FootProperty.cs
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Content.Shared/Body/Part/Properties/Movement/FootProperty.cs
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namespace Content.Shared.Body.Part.Properties.Movement
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{
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/// <summary>
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/// Defines the leg-based locomotion ability of a BodyPart. Required for humanoid-like movement. Must be connected to a
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/// <see cref="BodyPart" /> with
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/// <see cref="LegProperty" /> and <see cref="ExtensionProperty" /> to work.
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/// </summary>
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public class FootProperty : BodyPartProperty
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{
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}
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}
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23
Content.Shared/Body/Part/Properties/Movement/LegProperty.cs
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Content.Shared/Body/Part/Properties/Movement/LegProperty.cs
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part.Properties.Movement
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{
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/// <summary>
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/// Defines the speed of humanoid-like movement. Must be connected to a
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/// <see cref="BodyPart" /> with <see cref="FootProperty" /> and have
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/// <see cref="ExtensionProperty" /> on the same organ and down to the foot to work.
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/// </summary>
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public class LegProperty : BodyPartProperty
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{
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/// <summary>
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/// Speed (in tiles per second).
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/// </summary>
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public float Speed;
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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 Speed, "speed", 1f);
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}
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}
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}
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@@ -0,0 +1,21 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part.Properties.Other
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{
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/// <summary>
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/// Defines the extension ability of a BodyPart. Used to determine things like reach distance and running speed.
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/// </summary>
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public class ExtensionProperty : BodyPartProperty
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{
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/// <summary>
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/// Current reach distance (in tiles).
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/// </summary>
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public float ReachDistance;
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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 ReachDistance, "reachDistance", 2f);
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}
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}
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}
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10
Content.Shared/Body/Part/Properties/Other/GraspProperty.cs
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Content.Shared/Body/Part/Properties/Other/GraspProperty.cs
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namespace Content.Shared.Body.Part.Properties.Other
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{
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/// <summary>
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/// Defines the item grasping ability of a BodyPart. Distance is determined by the
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/// <see cref="ExtensionProperty">ExtensionProperties</see> of the current BodyPart or attached BodyParts.
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/// </summary>
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public class GraspProperty : BodyPartProperty
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{
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}
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}
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