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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using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Damage
{
// TODO: Fix summary
/// <summary>
/// Defines what state an <see cref="IEntity"/> with a
/// <see cref="IDamageableComponent"/> is in.
/// Not all states must be supported - for instance, the
/// <see cref="RuinableComponent"/> only supports
/// <see cref="DamageState.Alive"/> and <see cref="DamageState.Dead"/>,
/// as inanimate objects don't go into crit.
/// </summary>
public enum DamageState
{
Alive,
Critical,
Dead
}
}

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@@ -1,40 +1,227 @@
using System;
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Damage;
using Content.Shared.Damage.DamageContainer;
using Content.Shared.Damage.ResistanceSet;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Damage
{
public abstract class SharedDamageableComponent : Component
/// <summary>
/// Component that allows attached entities to take damage.
/// This basic version never dies (thus can take an indefinite amount of damage).
/// </summary>
[ComponentReference(typeof(IDamageableComponent))]
public class DamageableComponent : Component, IDamageableComponent
{
#pragma warning disable 649
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
#pragma warning restore 649
public override string Name => "Damageable";
public sealed override uint? NetID => ContentNetIDs.DAMAGEABLE;
}
// The IDs of the items get synced over the network.
[Serializable, NetSerializable]
public class DamageComponentState : ComponentState
{
public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
public event Action<HealthChangedEventArgs> HealthChangedEvent = default!;
public DamageComponentState(Dictionary<DamageType, int> damage) : base(ContentNetIDs.DAMAGEABLE)
[ViewVariables] private ResistanceSet Resistance { get; set; } = default!;
[ViewVariables] private DamageContainer Damage { get; set; } = default!;
public virtual List<DamageState> SupportedDamageStates => new List<DamageState> {DamageState.Alive};
public virtual DamageState CurrentDamageState { get; protected set; } = DamageState.Alive;
[ViewVariables] public int TotalDamage => Damage.TotalDamage;
public IReadOnlyDictionary<DamageClass, int> DamageClasses => Damage.DamageClasses;
public IReadOnlyDictionary<DamageType, int> DamageTypes => Damage.DamageTypes;
public override void ExposeData(ObjectSerializer serializer)
{
CurrentDamage = damage;
base.ExposeData(serializer);
if (serializer.Reading)
{
// Doesn't write to file, TODO?
// Yes, TODO
var containerId = "biologicalDamageContainer";
var resistanceId = "defaultResistances";
serializer.DataField(ref containerId, "damageContainer", "biologicalDamageContainer");
serializer.DataField(ref resistanceId, "resistances", "defaultResistances");
if (!_prototypeManager.TryIndex(containerId!, out DamageContainerPrototype damage))
{
throw new InvalidOperationException(
$"No {nameof(DamageContainerPrototype)} found with name {containerId}");
}
Damage = new DamageContainer(OnHealthChanged, damage);
if (!_prototypeManager.TryIndex(resistanceId!, out ResistanceSetPrototype resistance))
{
throw new InvalidOperationException(
$"No {nameof(ResistanceSetPrototype)} found with name {resistanceId}");
}
Resistance = new ResistanceSet(resistance);
}
}
public bool TryGetDamage(DamageType type, out int damage)
{
return Damage.TryGetDamageValue(type, out damage);
}
public bool ChangeDamage(DamageType type, int amount, bool ignoreResistances,
IEntity? source = null,
HealthChangeParams? extraParams = null)
{
if (Damage.SupportsDamageType(type))
{
var finalDamage = amount;
if (!ignoreResistances)
{
finalDamage = Resistance.CalculateDamage(type, amount);
}
Damage.ChangeDamageValue(type, finalDamage);
return true;
}
return false;
}
public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
IEntity? source = null,
HealthChangeParams? extraParams = null)
{
if (Damage.SupportsDamageClass(@class))
{
var types = @class.ToTypes();
if (amount < 0)
{
// Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this,
// but essentially just loops between each damage category until all healing is used up.
var healingLeft = amount;
var healThisCycle = 1;
// While we have healing left...
while (healingLeft > 0 && healThisCycle != 0)
{
// Infinite loop fallback, if no healing was done in a cycle
// then exit
healThisCycle = 0;
int healPerType;
if (healingLeft > -types.Count && healingLeft < 0)
{
// Say we were to distribute 2 healing between 3
// this will distribute 1 to each (and stop after 2 are given)
healPerType = -1;
}
else
{
// Say we were to distribute 62 healing between 3
// this will distribute 20 to each, leaving 2 for next loop
healPerType = healingLeft / types.Count;
}
foreach (var type in types)
{
var healAmount =
Math.Max(Math.Max(healPerType, -Damage.GetDamageValue(type)),
healingLeft);
Damage.ChangeDamageValue(type, healAmount);
healThisCycle += healAmount;
healingLeft -= healAmount;
}
}
return true;
}
var damageLeft = amount;
while (damageLeft > 0)
{
int damagePerType;
if (damageLeft < types.Count && damageLeft > 0)
{
damagePerType = 1;
}
else
{
damagePerType = damageLeft / types.Count;
}
foreach (var type in types)
{
var damageAmount = Math.Min(damagePerType, damageLeft);
Damage.ChangeDamageValue(type, damageAmount);
damageLeft -= damageAmount;
}
}
return true;
}
return false;
}
public bool SetDamage(DamageType type, int newValue, IEntity? source = null,
HealthChangeParams? extraParams = null)
{
if (Damage.SupportsDamageType(type))
{
Damage.SetDamageValue(type, newValue);
return true;
}
return false;
}
public void Heal()
{
Damage.Heal();
}
public void ForceHealthChangedEvent()
{
var data = new List<HealthChangeData>();
foreach (var type in Damage.SupportedTypes)
{
var damage = Damage.GetDamageValue(type);
var datum = new HealthChangeData(type, damage, 0);
data.Add(datum);
}
OnHealthChanged(data);
}
private void OnHealthChanged(List<HealthChangeData> changes)
{
var args = new HealthChangedEventArgs(this, changes);
OnHealthChanged(args);
}
protected virtual void OnHealthChanged(HealthChangedEventArgs e)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
HealthChangedEvent?.Invoke(e);
Dirty();
}
}
/// <summary>
/// Damage types used in-game.
/// Total should never be used directly - it's a derived value.
/// </summary>
public enum DamageType
{
Total,
Brute,
Heat,
Cold,
Acid,
Toxic,
Electric
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Damage
{
public interface IDamageableComponent : IComponent, IExAct
{
/// <summary>
/// Called when the entity's <see cref="IDamageableComponent"/> values change.
/// Of note is that a "deal 0 damage" call will still trigger this event
/// (including both damage negated by resistance or simply inputting 0 as
/// the amount of damage to deal).
/// </summary>
event Action<HealthChangedEventArgs> HealthChangedEvent;
/// <summary>
/// List of all <see cref="DamageState">DamageStates</see> that
/// <see cref="CurrentDamageState"/> can be.
/// </summary>
List<DamageState> SupportedDamageStates { get; }
/// <summary>
/// The <see cref="DamageState"/> currently representing this component.
/// </summary>
DamageState CurrentDamageState { get; }
/// <summary>
/// Sum of all damages taken.
/// </summary>
int TotalDamage { get; }
/// <summary>
/// The amount of damage mapped by <see cref="DamageClass"/>.
/// </summary>
IReadOnlyDictionary<DamageClass, int> DamageClasses { get; }
/// <summary>
/// The amount of damage mapped by <see cref="DamageType"/>.
/// </summary>
IReadOnlyDictionary<DamageType, int> DamageTypes { get; }
/// <summary>
/// Gets the amount of damage of a type.
/// </summary>
/// <param name="type">The type to get the damage of.</param>
/// <param name="damage">The amount of damage of that type.</param>
/// <returns>
/// True if the given <see cref="type"/> is supported, false otherwise.
/// </returns>
bool TryGetDamage(DamageType type, [NotNullWhen(true)] out int damage);
/// <summary>
/// Changes the specified <see cref="DamageType"/>, applying
/// resistance values only if it is damage.
/// </summary>
/// <param name="type">Type of damage being changed.</param>
/// <param name="amount">
/// Amount of damage being received (positive for damage, negative for heals).
/// </param>
/// <param name="ignoreResistances">
/// Whether or not to ignore resistances.
/// Healing always ignores resistances, regardless of this input.
/// </param>
/// <param name="source">
/// The entity that dealt or healed the damage, if any.
/// </param>
/// <param name="extraParams">
/// Extra parameters that some components may require, such as a specific limb to target.
/// </param>
/// <returns>
/// False if the given type is not supported or improper
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
/// </returns>
bool ChangeDamage(DamageType type, int amount, bool ignoreResistances, IEntity? source = null,
HealthChangeParams? extraParams = null);
/// <summary>
/// Changes the specified <see cref="DamageClass"/>, applying
/// resistance values only if it is damage.
/// Spreads amount evenly between the <see cref="DamageType"></see>s
/// represented by that class.
/// </summary>
/// <param name="class">Class of damage being changed.</param>
/// <param name="amount">
/// Amount of damage being received (positive for damage, negative for heals).
/// </param>
/// <param name="ignoreResistances">
/// Whether to ignore resistances.
/// Healing always ignores resistances, regardless of this input.
/// </param>
/// <param name="source">Entity that dealt or healed the damage, if any.</param>
/// <param name="extraParams">
/// Extra parameters that some components may require,
/// such as a specific limb to target.
/// </param>
/// <returns>
/// Returns false if the given class is not supported or improper
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
/// </returns>
bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances, IEntity? source = null,
HealthChangeParams? extraParams = null);
/// <summary>
/// Forcefully sets the specified <see cref="DamageType"/> to the given
/// value, ignoring resistance values.
/// </summary>
/// <param name="type">Type of damage being changed.</param>
/// <param name="newValue">New damage value to be set.</param>
/// <param name="source">Entity that set the new damage value.</param>
/// <param name="extraParams">
/// Extra parameters that some components may require,
/// such as a specific limb to target.
/// </param>
/// <returns>
/// Returns false if the given type is not supported or improper
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
/// </returns>
bool SetDamage(DamageType type, int newValue, IEntity? source = null, HealthChangeParams? extraParams = null);
/// <summary>
/// Sets all damage values to zero.
/// </summary>
void Heal();
/// <summary>
/// Invokes the HealthChangedEvent with the current values of health.
/// </summary>
void ForceHealthChangedEvent();
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
var damage = eventArgs.Severity switch
{
ExplosionSeverity.Light => 20,
ExplosionSeverity.Heavy => 60,
ExplosionSeverity.Destruction => 250,
_ => throw new ArgumentOutOfRangeException()
};
ChangeDamage(DamageType.Piercing, damage, false, null);
ChangeDamage(DamageType.Heat, damage, false, null);
}
}
/// <summary>
/// Data class with information on how to damage a
/// <see cref="IDamageableComponent"/>.
/// While not necessary to damage for all instances, classes such as
/// <see cref="SharedBodyManagerComponent"/> may require it for extra data
/// (such as selecting which limb to target).
/// </summary>
public class HealthChangeParams : EventArgs
{
}
/// <summary>
/// Data class with information on how the <see cref="DamageType"/>
/// values of a <see cref="IDamageableComponent"/> have changed.
/// </summary>
public class HealthChangedEventArgs : EventArgs
{
/// <summary>
/// Reference to the <see cref="IDamageableComponent"/> that invoked the event.
/// </summary>
public readonly IDamageableComponent Damageable;
/// <summary>
/// List containing data on each <see cref="DamageType"/> that was changed.
/// </summary>
public readonly List<HealthChangeData> Data;
public HealthChangedEventArgs(IDamageableComponent damageable, List<HealthChangeData> data)
{
Damageable = damageable;
Data = data;
}
public HealthChangedEventArgs(IDamageableComponent damageable, DamageType type, int newValue, int delta)
{
Damageable = damageable;
var datum = new HealthChangeData(type, newValue, delta);
var data = new List<HealthChangeData> {datum};
Data = data;
}
}
/// <summary>
/// Data class with information on how the value of a
/// single <see cref="DamageType"/> has changed.
/// </summary>
public struct HealthChangeData
{
/// <summary>
/// Type of damage that changed.
/// </summary>
public DamageType Type;
/// <summary>
/// The new current value for that damage.
/// </summary>
public int NewValue;
/// <summary>
/// How much the health value changed from its last value (negative is heals, positive is damage).
/// </summary>
public int Delta;
public HealthChangeData(DamageType type, int newValue, int delta)
{
Type = type;
NewValue = newValue;
Delta = delta;
}
}
}

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using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Damage
{
// TODO
/// <summary>
/// Component interface that gets triggered after the values of a
/// <see cref="IDamageableComponent"/> on the same <see cref="IEntity"/> change.
/// </summary>
public interface IOnHealthChangedBehavior
{
/// <summary>
/// Called when the entity's <see cref="IDamageableComponent"/>
/// is healed or hurt.
/// Of note is that a "deal 0 damage" call will still trigger
/// this function (including both damage negated by resistance or
/// simply inputting 0 as the amount of damage to deal).
/// </summary>
/// <param name="e">Details of how the health changed.</param>
public void OnHealthChanged(HealthChangedEventArgs e);
}
}