Separate part management from the rest of body manager component (#2017)
* Separate part management from the rest of body manager component * Component reference * Move more methods over * Fix docs and move over BodyPreset * Fix up body preset * Create initialize method and remove constructor for BodyPreset * Do the same for BodyTemplate and add Initialized properties * Fix BodyTemplate HashCode test * BodyTemplate test PLS
This commit is contained in:
@@ -0,0 +1,543 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Body;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.Body.Part.Properties.Movement;
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using Content.Shared.Body.Part.Properties.Other;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body
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{
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public partial class BodyManagerComponent
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{
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private readonly Dictionary<string, IBodyPart> _parts = new Dictionary<string, IBodyPart>();
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[ViewVariables] public BodyPreset Preset { get; private set; } = default!;
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/// <summary>
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/// All <see cref="IBodyPart"></see> with <see cref="LegProperty"></see>
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/// that are currently affecting move speed, mapped to how big that leg
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/// they're on is.
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/// </summary>
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[ViewVariables]
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private readonly Dictionary<IBodyPart, float> _activeLegs = new Dictionary<IBodyPart, float>();
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/// <summary>
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/// Maps <see cref="BodyTemplate"/> slot name to the <see cref="IBodyPart"/>
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/// object filling it (if there is one).
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/// </summary>
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[ViewVariables]
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public IReadOnlyDictionary<string, IBodyPart> Parts => _parts;
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/// <summary>
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/// List of all occupied slots in this body, taken from the values of
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/// <see cref="Parts"/>.
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/// </summary>
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public IEnumerable<string> OccupiedSlots => Parts.Keys;
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/// <summary>
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/// List of all slots in this body, taken from the keys of
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/// <see cref="Template"/> slots.
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/// </summary>
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public IEnumerable<string> AllSlots => Template.Slots.Keys;
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public bool TryAddPart(string slot, DroppedBodyPartComponent part, bool force = false)
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{
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DebugTools.AssertNotNull(part);
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if (!TryAddPart(slot, part.ContainedBodyPart, force))
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{
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return false;
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}
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part.Owner.Delete();
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return true;
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}
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public bool TryAddPart(string slot, IBodyPart part, bool force = false)
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{
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DebugTools.AssertNotNull(part);
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DebugTools.AssertNotNull(slot);
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// Make sure the given slot exists
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if (!force)
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{
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if (!HasSlot(slot))
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{
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return false;
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}
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// And that nothing is in it
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if (!_parts.TryAdd(slot, part))
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{
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return false;
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}
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}
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else
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{
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_parts[slot] = part;
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}
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part.Body = this;
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var argsAdded = new BodyPartAddedEventArgs(part, slot);
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foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
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{
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component.BodyPartAdded(argsAdded);
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}
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// TODO: Sort this duplicate out
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OnBodyChanged();
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if (!Template.Layers.TryGetValue(slot, out var partMap) ||
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!_reflectionManager.TryParseEnumReference(partMap, out var partEnum))
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{
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Logger.Warning($"Template {Template.Name} has an invalid RSI map key {partMap} for body part {part.Name}.");
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return false;
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}
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part.RSIMap = partEnum;
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var partMessage = new BodyPartAddedMessage(part.RSIPath, part.RSIState, partEnum);
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SendNetworkMessage(partMessage);
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foreach (var mechanism in part.Mechanisms)
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{
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if (!Template.MechanismLayers.TryGetValue(mechanism.Id, out var mechanismMap))
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{
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continue;
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}
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if (!_reflectionManager.TryParseEnumReference(mechanismMap, out var mechanismEnum))
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{
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Logger.Warning($"Template {Template.Name} has an invalid RSI map key {mechanismMap} for mechanism {mechanism.Id}.");
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continue;
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}
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var mechanismMessage = new MechanismSpriteAddedMessage(mechanismEnum);
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SendNetworkMessage(mechanismMessage);
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}
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return true;
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}
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public bool HasPart(string slot)
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{
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return _parts.ContainsKey(slot);
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}
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public void RemovePart(IBodyPart part, bool drop)
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{
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DebugTools.AssertNotNull(part);
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var slotName = _parts.FirstOrDefault(x => x.Value == part).Key;
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if (string.IsNullOrEmpty(slotName)) return;
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RemovePart(slotName, drop);
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}
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public bool RemovePart(string slot, bool drop)
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{
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DebugTools.AssertNotNull(slot);
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if (!_parts.Remove(slot, out var part))
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{
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return false;
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}
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IEntity? dropped = null;
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if (drop)
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{
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part.SpawnDropped(out dropped);
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}
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part.Body = null;
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var args = new BodyPartRemovedEventArgs(part, slot);
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foreach (var component in Owner.GetAllComponents<IBodyPartRemoved>())
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{
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component.BodyPartRemoved(args);
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}
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if (part.RSIMap != null)
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{
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var message = new BodyPartRemovedMessage(part.RSIMap, dropped?.Uid);
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SendNetworkMessage(message);
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}
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foreach (var mechanism in part.Mechanisms)
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{
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if (!Template.MechanismLayers.TryGetValue(mechanism.Id, out var mechanismMap))
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{
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continue;
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}
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if (!_reflectionManager.TryParseEnumReference(mechanismMap, out var mechanismEnum))
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{
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Logger.Warning($"Template {Template.Name} has an invalid RSI map key {mechanismMap} for mechanism {mechanism.Id}.");
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continue;
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}
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var mechanismMessage = new MechanismSpriteRemovedMessage(mechanismEnum);
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SendNetworkMessage(mechanismMessage);
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}
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if (CurrentDamageState == DamageState.Dead) return true;
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// creadth: fall down if no legs
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if (part.PartType == BodyPartType.Leg && Parts.Count(x => x.Value.PartType == BodyPartType.Leg) == 0)
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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// creadth: immediately kill entity if last vital part removed
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if (part.IsVital && Parts.Count(x => x.Value.PartType == part.PartType) == 0)
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{
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CurrentDamageState = DamageState.Dead;
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ForceHealthChangedEvent();
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}
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if (TryGetSlotConnections(slot, out var connections))
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{
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foreach (var connectionName in connections)
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{
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if (TryGetPart(connectionName, out var result) && !ConnectedToCenter(result))
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{
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RemovePart(connectionName, drop);
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}
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}
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}
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OnBodyChanged();
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return true;
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}
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public bool RemovePart(IBodyPart part, [NotNullWhen(true)] out string? slot)
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{
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DebugTools.AssertNotNull(part);
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var pair = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
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if (pair.Equals(default))
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{
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slot = null;
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return false;
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}
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slot = pair.Key;
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return RemovePart(slot, false);
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}
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public IEntity? DropPart(IBodyPart part)
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{
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DebugTools.AssertNotNull(part);
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if (!_parts.ContainsValue(part))
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{
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return null;
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}
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if (!RemovePart(part, out var slotName))
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{
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return null;
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}
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// Call disconnect on all limbs that were hanging off this limb.
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if (TryGetSlotConnections(slotName, out var connections))
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{
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// This loop is an unoptimized travesty. TODO: optimize to be less shit
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foreach (var connectionName in connections)
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{
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if (TryGetPart(connectionName, out var result) && !ConnectedToCenter(result))
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{
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RemovePart(connectionName, true);
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}
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}
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}
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part.SpawnDropped(out var dropped);
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OnBodyChanged();
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return dropped;
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}
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public bool ConnectedToCenter(IBodyPart part)
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{
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var searchedSlots = new List<string>();
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return TryGetSlot(part, out var result) &&
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ConnectedToCenterPartRecursion(searchedSlots, result);
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}
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private bool ConnectedToCenterPartRecursion(ICollection<string> searchedSlots, string slotName)
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{
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if (!TryGetPart(slotName, out var part))
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{
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return false;
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}
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if (part == CenterPart())
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{
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return true;
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}
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searchedSlots.Add(slotName);
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if (!TryGetSlotConnections(slotName, out var connections))
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{
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return false;
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}
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foreach (var connection in connections)
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{
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if (!searchedSlots.Contains(connection) &&
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ConnectedToCenterPartRecursion(searchedSlots, connection))
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{
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return true;
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}
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}
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return false;
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}
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public IBodyPart? CenterPart()
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{
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Parts.TryGetValue(Template.CenterSlot, out var center);
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return center;
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}
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public bool HasSlot(string slot)
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{
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return Template.HasSlot(slot);
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}
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public bool TryGetPart(string slot, [NotNullWhen(true)] out IBodyPart? result)
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{
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return Parts.TryGetValue(slot, out result);
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}
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public bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out string? slot)
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{
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// We enforce that there is only one of each value in the dictionary,
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// so we can iterate through the dictionary values to get the key from there.
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var pair = Parts.FirstOrDefault(x => x.Value == part);
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slot = pair.Key;
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return !pair.Equals(default);
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}
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public bool TryGetSlotType(string slot, out BodyPartType result)
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{
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return Template.Slots.TryGetValue(slot, out result);
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}
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public bool TryGetSlotConnections(string slot, [NotNullWhen(true)] out List<string>? connections)
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{
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return Template.Connections.TryGetValue(slot, out connections);
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}
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public bool TryGetPartConnections(string slot, [NotNullWhen(true)] out List<IBodyPart>? result)
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{
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result = null;
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if (!Template.Connections.TryGetValue(slot, out var connections))
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{
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return false;
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}
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var toReturn = new List<IBodyPart>();
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foreach (var connection in connections)
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{
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if (TryGetPart(connection, out var partResult))
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{
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toReturn.Add(partResult);
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}
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}
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if (toReturn.Count <= 0)
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{
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return false;
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}
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result = toReturn;
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return true;
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}
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public bool TryGetPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? connections)
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{
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connections = null;
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return TryGetSlot(part, out var slotName) &&
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TryGetPartConnections(slotName, out connections);
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}
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public List<IBodyPart> GetPartsOfType(BodyPartType type)
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{
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var toReturn = new List<IBodyPart>();
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foreach (var part in Parts.Values)
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{
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if (part.PartType == type)
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{
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toReturn.Add(part);
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}
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}
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return toReturn;
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}
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private void CalculateSpeed()
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{
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if (!Owner.TryGetComponent(out MovementSpeedModifierComponent? playerMover))
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{
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return;
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}
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float speedSum = 0;
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foreach (var part in _activeLegs.Keys)
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{
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if (!part.HasProperty<LegProperty>())
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{
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_activeLegs.Remove(part);
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}
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}
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foreach (var (key, value) in _activeLegs)
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{
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if (key.TryGetProperty(out LegProperty? leg))
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{
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// Speed of a leg = base speed * (1+log1024(leg length))
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speedSum += leg.Speed * (1 + (float) Math.Log(value, 1024.0));
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}
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}
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if (speedSum <= 0.001f || _activeLegs.Count <= 0)
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{
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playerMover.BaseWalkSpeed = 0.8f;
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playerMover.BaseSprintSpeed = 2.0f;
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}
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else
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{
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// Extra legs stack diminishingly.
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// Final speed = speed sum/(leg count-log4(leg count))
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playerMover.BaseWalkSpeed =
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speedSum / (_activeLegs.Count - (float) Math.Log(_activeLegs.Count, 4.0));
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playerMover.BaseSprintSpeed = playerMover.BaseWalkSpeed * 1.75f;
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}
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}
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/// <summary>
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/// Called when the layout of this body changes.
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/// </summary>
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private void OnBodyChanged()
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{
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// Calculate move speed based on this body.
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if (Owner.HasComponent<MovementSpeedModifierComponent>())
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{
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_activeLegs.Clear();
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var legParts = Parts.Values.Where(x => x.HasProperty(typeof(LegProperty)));
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foreach (var part in legParts)
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{
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var footDistance = DistanceToNearestFoot(part);
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if (Math.Abs(footDistance - float.MinValue) > 0.001f)
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{
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_activeLegs.Add(part, footDistance);
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}
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}
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CalculateSpeed();
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}
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}
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/// <summary>
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/// Returns the combined length of the distance to the nearest <see cref="BodyPart"/> with a
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/// <see cref="FootProperty"/>. Returns <see cref="float.MinValue"/>
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/// if there is no foot found. If you consider a <see cref="BodyManagerComponent"/> a node map, then it will look for
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/// a foot node from the given node. It can
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/// only search through BodyParts with <see cref="ExtensionProperty"/>.
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/// </summary>
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public float DistanceToNearestFoot(IBodyPart source)
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{
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if (source.HasProperty<FootProperty>() && source.TryGetProperty<ExtensionProperty>(out var property))
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{
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return property.ReachDistance;
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}
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return LookForFootRecursion(source, new List<BodyPart>());
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}
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private float LookForFootRecursion(IBodyPart current,
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ICollection<BodyPart> searchedParts)
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{
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if (!current.TryGetProperty<ExtensionProperty>(out var extProperty))
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{
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return float.MinValue;
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}
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// Get all connected parts if the current part has an extension property
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if (!TryGetPartConnections(current, out var connections))
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{
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return float.MinValue;
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}
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// If a connected BodyPart is a foot, return this BodyPart's length.
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foreach (var connection in connections)
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{
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if (!searchedParts.Contains(connection) && connection.HasProperty<FootProperty>())
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{
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return extProperty.ReachDistance;
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}
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}
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// Otherwise, get the recursion values of all connected BodyParts and
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// store them in a list.
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var distances = new List<float>();
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foreach (var connection in connections)
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{
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if (!searchedParts.Contains(connection))
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{
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continue;
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}
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var result = LookForFootRecursion(connection, searchedParts);
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if (Math.Abs(result - float.MinValue) > 0.001f)
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{
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distances.Add(result);
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}
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}
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// If one or more of the searches found a foot, return the smallest one
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// and add this ones length.
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if (distances.Count > 0)
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{
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return distances.Min<float>() + extProperty.ReachDistance;
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}
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return float.MinValue;
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// No extension property, no go.
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}
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}
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}
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Reference in New Issue
Block a user