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:
@@ -2,16 +2,12 @@
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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.Body.Network;
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using Content.Server.GameObjects.Components.Metabolism;
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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.Server.Observer;
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using Content.Shared.Body.Part;
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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.Body.Preset;
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using Content.Shared.Body.Template;
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using Content.Shared.GameObjects.Components.Body;
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@@ -19,11 +15,8 @@ using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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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.Interfaces.Reflection;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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@@ -39,8 +32,9 @@ namespace Content.Server.GameObjects.Components.Body
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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[ComponentReference(typeof(ISharedBodyManagerComponent))]
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[ComponentReference(typeof(IBodyPartManager))]
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[ComponentReference(typeof(IBodyManagerComponent))]
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public class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput, IBodyManagerComponent
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public partial class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput, IBodyManagerComponent
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IBodyNetworkFactory _bodyNetworkFactory = default!;
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@@ -48,41 +42,10 @@ namespace Content.Server.GameObjects.Components.Body
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[ViewVariables] private string _presetName = default!;
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private readonly Dictionary<string, IBodyPart> _parts = new Dictionary<string, IBodyPart>();
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[ViewVariables] private readonly Dictionary<Type, BodyNetwork> _networks = new Dictionary<Type, BodyNetwork>();
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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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[ViewVariables] public BodyTemplate Template { get; private set; } = default!;
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[ViewVariables] public BodyPreset Preset { get; private set; } = default!;
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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 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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/// <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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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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@@ -92,14 +55,15 @@ namespace Content.Server.GameObjects.Components.Body
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"bodyTemplate.Humanoid",
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template =>
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{
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if (!_prototypeManager.TryIndex(template, out BodyTemplatePrototype templateData))
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if (!_prototypeManager.TryIndex(template, out BodyTemplatePrototype prototype))
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{
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// Invalid prototype
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throw new InvalidOperationException(
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$"No {nameof(BodyTemplatePrototype)} found with name {template}");
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}
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Template = new BodyTemplate(templateData);
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Template = new BodyTemplate();
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Template.Initialize(prototype);
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},
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() => Template.Name);
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@@ -108,14 +72,15 @@ namespace Content.Server.GameObjects.Components.Body
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"bodyPreset.BasicHuman",
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preset =>
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{
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if (!_prototypeManager.TryIndex(preset, out BodyPresetPrototype presetData))
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if (!_prototypeManager.TryIndex(preset, out BodyPresetPrototype prototype))
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{
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// Invalid prototype
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throw new InvalidOperationException(
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$"No {nameof(BodyPresetPrototype)} found with name {preset}");
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}
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Preset = new BodyPreset(presetData);
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Preset = new BodyPreset();
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Preset.Initialize(prototype);
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},
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() => _presetName);
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}
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@@ -156,7 +121,7 @@ namespace Content.Server.GameObjects.Components.Body
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}
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// Try and remove an existing limb if that exists.
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RemoveBodyPart(slotName, false);
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RemovePart(slotName, false);
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// Add a new BodyPart with the BodyPartPrototype as a baseline to our
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// BodyComponent.
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@@ -167,21 +132,21 @@ namespace Content.Server.GameObjects.Components.Body
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OnBodyChanged(); // TODO: Duplicate code
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}
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/// <summary>
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/// Changes the current <see cref="BodyTemplate"/> to the given
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/// <see cref="BodyTemplate"/>.
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/// Attempts to keep previous <see cref="IBodyPart"/> if there is a
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/// slot for them in both <see cref="BodyTemplate"/>.
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/// </summary>
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public void ChangeBodyTemplate(BodyTemplatePrototype newTemplate)
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{
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foreach (var part in Parts)
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{
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// TODO: Make this work.
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}
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OnBodyChanged();
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}
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// /// <summary>
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// /// Changes the current <see cref="BodyTemplate"/> to the given
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// /// <see cref="BodyTemplate"/>.
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// /// Attempts to keep previous <see cref="IBodyPart"/> if there is a
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// /// slot for them in both <see cref="BodyTemplate"/>.
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// /// </summary>
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// public void ChangeBodyTemplate(BodyTemplatePrototype newTemplate)
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// {
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// foreach (var part in Parts)
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// {
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// // TODO: Make this work.
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// }
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//
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// OnBodyChanged();
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// }
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/// <summary>
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/// This method is called by <see cref="BodySystem.Update"/> before
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@@ -201,7 +166,7 @@ namespace Content.Server.GameObjects.Components.Body
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foreach (var network in _networks.Values)
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{
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network.Update(frameTime);
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network.PreMetabolism(frameTime);
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}
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}
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@@ -223,73 +188,7 @@ namespace Content.Server.GameObjects.Components.Body
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foreach (var network in _networks.Values)
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{
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network.Update(frameTime);
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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(this, 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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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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network.PostMetabolism(frameTime);
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}
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}
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@@ -301,482 +200,6 @@ namespace Content.Server.GameObjects.Components.Body
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}
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}
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#region BodyPart Functions
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/// <summary>
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/// Recursively searches for if <see cref="target"/> is connected to
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/// the center. Not efficient (O(n^2)), but most bodies don't have a ton
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/// of <see cref="IBodyPart"/>s.
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/// </summary>
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/// <param name="target">The body part to find the center for.</param>
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/// <returns>True if it is connected to the center, false otherwise.</returns>
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private bool ConnectedToCenterPart(IBodyPart target)
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{
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var searchedSlots = new List<string>();
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return TryGetSlotName(target, 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 (!TryGetBodyPart(slotName, out var part))
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{
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return false;
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}
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if (part == GetCenterBodyPart())
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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 (!TryGetBodyPartConnections(slotName, out List<string> 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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/// <summary>
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/// Finds the central <see cref="IBodyPart"/>, if any, of this body based on
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/// the <see cref="BodyTemplate"/>. For humans, this is the torso.
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/// </summary>
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/// <returns>The <see cref="BodyPart"/> if one exists, null otherwise.</returns>
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private IBodyPart? GetCenterBodyPart()
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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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/// <summary>
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/// Returns whether the given slot name exists within the current
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/// <see cref="BodyTemplate"/>.
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/// </summary>
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private bool SlotExists(string slotName)
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{
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return Template.SlotExists(slotName);
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}
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/// <summary>
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/// Finds the <see cref="IBodyPart"/> in the given <see cref="slotName"/> if
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/// one exists.
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/// </summary>
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/// <param name="slotName">The slot to search in.</param>
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/// <param name="result">The body part in that slot, if any.</param>
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/// <returns>True if found, false otherwise.</returns>
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private bool TryGetBodyPart(string slotName, [NotNullWhen(true)] out IBodyPart? result)
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{
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return Parts.TryGetValue(slotName, out result!);
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}
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/// <summary>
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/// Finds the slotName that the given <see cref="IBodyPart"/> resides in.
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/// </summary>
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/// <param name="part">The <see cref="IBodyPart"/> to find the slot for.</param>
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/// <param name="result">The slot found, if any.</param>
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/// <returns>True if a slot was found, false otherwise</returns>
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private bool TryGetSlotName(IBodyPart part, [NotNullWhen(true)] out string result)
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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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result = pair.Key;
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return !pair.Equals(default);
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}
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/// <summary>
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/// Finds the <see cref="BodyPartType"/> in the given
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/// <see cref="slotName"/> if one exists.
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/// </summary>
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/// <param name="slotName">The slot to search in.</param>
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/// <param name="result">
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/// The <see cref="BodyPartType"/> of that slot, if any.
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/// </param>
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/// <returns>True if found, false otherwise.</returns>
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public bool TryGetSlotType(string slotName, out BodyPartType result)
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{
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return Template.Slots.TryGetValue(slotName, out result);
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}
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/// <summary>
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/// Finds the names of all slots connected to the given
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/// <see cref="slotName"/> for the template.
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/// </summary>
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/// <param name="slotName">The slot to search in.</param>
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/// <param name="connections">The connections found, if any.</param>
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/// <returns>True if the connections are found, false otherwise.</returns>
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private bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List<string> connections)
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{
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return Template.Connections.TryGetValue(slotName, out connections!);
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}
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/// <summary>
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/// Grabs all occupied slots connected to the given slot,
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/// regardless of whether the given <see cref="slotName"/> is occupied.
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/// </summary>
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/// <param name="slotName">The slot name to find connections from.</param>
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/// <param name="result">The connected body parts, if any.</param>
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/// <returns>
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/// True if successful, false if there was an error or no connected
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/// <see cref="BodyPart"/>s were found.
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/// </returns>
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public bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List<IBodyPart> result)
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{
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result = null!;
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if (!Template.Connections.TryGetValue(slotName, 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 (TryGetBodyPart(connection, out var bodyPartResult))
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{
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toReturn.Add(bodyPartResult);
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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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/// <summary>
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/// Grabs all parts connected to the given <see cref="part"/>, regardless
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/// of whether the given <see cref="part"/> is occupied.
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/// </summary>
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/// <returns>
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/// True if successful, false if there was an error or no connected
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/// <see cref="IBodyPart"/>s were found.
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/// </returns>
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private bool TryGetBodyPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart> result)
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{
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result = null!;
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return TryGetSlotName(part, out var slotName) &&
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TryGetBodyPartConnections(slotName, out result);
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}
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/// <summary>
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/// Grabs all <see cref="IBodyPart"/> of the given type in this body.
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/// </summary>
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public List<IBodyPart> GetBodyPartsOfType(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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/// <summary>
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/// Installs the given <see cref="DroppedBodyPartComponent"/> into the
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/// given slot, deleting the <see cref="IEntity"/> afterwards.
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/// </summary>
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/// <returns>True if successful, false otherwise.</returns>
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public bool InstallDroppedBodyPart(DroppedBodyPartComponent part, string slotName)
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{
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DebugTools.AssertNotNull(part);
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if (!TryAddPart(slotName, part.ContainedBodyPart))
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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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/// <summary>
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/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
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/// dropping other <see cref="IBodyPart">BodyParts</see> if they were hanging
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/// off of it.
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/// </summary>
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/// <returns>
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/// The <see cref="IEntity"/> representing the dropped
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/// <see cref="IBodyPart"/>, or null if none was dropped.
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/// </returns>
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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 (!RemoveBodyPart(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 (TryGetBodyPartConnections(slotName, out List<string> 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 (TryGetBodyPart(connectionName, out var result) && !ConnectedToCenterPart(result))
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{
|
||||
DisconnectBodyPart(connectionName, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
part.SpawnDropped(out var dropped);
|
||||
|
||||
OnBodyChanged();
|
||||
return dropped;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
|
||||
/// dropping other <see cref="IBodyPart">BodyParts</see> if they were hanging
|
||||
/// off of it.
|
||||
/// </summary>
|
||||
public void DisconnectBodyPart(IBodyPart part, bool dropEntity)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
var slotName = _parts.FirstOrDefault(x => x.Value == part).Key;
|
||||
if (string.IsNullOrEmpty(slotName)) return;
|
||||
DisconnectBodyPart(slotName, dropEntity);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disconnects a body part in the given slot if one exists,
|
||||
/// optionally dropping it.
|
||||
/// </summary>
|
||||
/// <param name="slotName">The slot to remove the body part from</param>
|
||||
/// <param name="dropEntity">
|
||||
/// Whether or not to drop the body part as an entity if it exists.
|
||||
/// </param>
|
||||
private void DisconnectBodyPart(string slotName, bool dropEntity)
|
||||
{
|
||||
DebugTools.AssertNotNull(slotName);
|
||||
|
||||
if (!HasPart(slotName))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RemoveBodyPart(slotName, dropEntity);
|
||||
|
||||
if (TryGetBodyPartConnections(slotName, out List<string> connections))
|
||||
{
|
||||
foreach (var connectionName in connections)
|
||||
{
|
||||
if (TryGetBodyPart(connectionName, out var result) && !ConnectedToCenterPart(result))
|
||||
{
|
||||
DisconnectBodyPart(connectionName, dropEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OnBodyChanged();
|
||||
}
|
||||
|
||||
public bool TryAddPart(string slot, IBodyPart part, bool force = false)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
DebugTools.AssertNotNull(slot);
|
||||
|
||||
// Make sure the given slot exists
|
||||
if (!force)
|
||||
{
|
||||
if (!SlotExists(slot))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// And that nothing is in it
|
||||
if (!_parts.TryAdd(slot, part))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_parts[slot] = part;
|
||||
}
|
||||
|
||||
part.Body = this;
|
||||
|
||||
var argsAdded = new BodyPartAddedEventArgs(part, slot);
|
||||
|
||||
foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
|
||||
{
|
||||
component.BodyPartAdded(argsAdded);
|
||||
}
|
||||
|
||||
// TODO: Sort this duplicate out
|
||||
OnBodyChanged();
|
||||
|
||||
if (!Template.Layers.TryGetValue(slot, out var partMap) ||
|
||||
!_reflectionManager.TryParseEnumReference(partMap, out var partEnum))
|
||||
{
|
||||
Logger.Warning($"Template {Template.Name} has an invalid RSI map key {partMap} for body part {part.Name}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
part.RSIMap = partEnum;
|
||||
|
||||
var partMessage = new BodyPartAddedMessage(part.RSIPath, part.RSIState, partEnum);
|
||||
|
||||
SendNetworkMessage(partMessage);
|
||||
|
||||
foreach (var mechanism in part.Mechanisms)
|
||||
{
|
||||
if (!Template.MechanismLayers.TryGetValue(mechanism.Id, out var mechanismMap))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!_reflectionManager.TryParseEnumReference(mechanismMap, out var mechanismEnum))
|
||||
{
|
||||
Logger.Warning($"Template {Template.Name} has an invalid RSI map key {mechanismMap} for mechanism {mechanism.Id}.");
|
||||
continue;
|
||||
}
|
||||
|
||||
var mechanismMessage = new MechanismSpriteAddedMessage(mechanismEnum);
|
||||
|
||||
SendNetworkMessage(mechanismMessage);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool HasPart(string slot)
|
||||
{
|
||||
return _parts.ContainsKey(slot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the body part in slot <see cref="slotName"/> from this body,
|
||||
/// if one exists.
|
||||
/// </summary>
|
||||
/// <param name="slotName">The slot to remove it from.</param>
|
||||
/// <param name="drop">
|
||||
/// Whether or not to drop the removed <see cref="IBodyPart"/>.
|
||||
/// </param>
|
||||
/// <returns></returns>
|
||||
private bool RemoveBodyPart(string slotName, bool drop)
|
||||
{
|
||||
DebugTools.AssertNotNull(slotName);
|
||||
|
||||
if (!_parts.Remove(slotName, out var part))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IEntity? dropped = null;
|
||||
if (drop)
|
||||
{
|
||||
part.SpawnDropped(out dropped);
|
||||
}
|
||||
|
||||
part.Body = null;
|
||||
|
||||
var args = new BodyPartRemovedEventArgs(part, slotName);
|
||||
|
||||
foreach (var component in Owner.GetAllComponents<IBodyPartRemoved>())
|
||||
{
|
||||
component.BodyPartRemoved(args);
|
||||
}
|
||||
|
||||
if (part.RSIMap != null)
|
||||
{
|
||||
var message = new BodyPartRemovedMessage(part.RSIMap, dropped?.Uid);
|
||||
SendNetworkMessage(message);
|
||||
}
|
||||
|
||||
foreach (var mechanism in part.Mechanisms)
|
||||
{
|
||||
if (!Template.MechanismLayers.TryGetValue(mechanism.Id, out var mechanismMap))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!_reflectionManager.TryParseEnumReference(mechanismMap, out var mechanismEnum))
|
||||
{
|
||||
Logger.Warning($"Template {Template.Name} has an invalid RSI map key {mechanismMap} for mechanism {mechanism.Id}.");
|
||||
continue;
|
||||
}
|
||||
|
||||
var mechanismMessage = new MechanismSpriteRemovedMessage(mechanismEnum);
|
||||
|
||||
SendNetworkMessage(mechanismMessage);
|
||||
}
|
||||
|
||||
if (CurrentDamageState == DamageState.Dead) return true;
|
||||
|
||||
// creadth: fall down if no legs
|
||||
if (part.PartType == BodyPartType.Leg && Parts.Count(x => x.Value.PartType == BodyPartType.Leg) == 0)
|
||||
{
|
||||
EntitySystem.Get<StandingStateSystem>().Down(Owner);
|
||||
}
|
||||
|
||||
// creadth: immediately kill entity if last vital part removed
|
||||
if (part.IsVital && Parts.Count(x => x.Value.PartType == part.PartType) == 0)
|
||||
{
|
||||
CurrentDamageState = DamageState.Dead;
|
||||
ForceHealthChangedEvent();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the body part from this body, if one exists.
|
||||
/// </summary>
|
||||
/// <param name="part">The part to remove from this body.</param>
|
||||
/// <param name="slotName">The slot that the part was in, if any.</param>
|
||||
/// <returns>True if <see cref="part"/> was removed, false otherwise.</returns>
|
||||
private bool RemoveBodyPart(IBodyPart part, [NotNullWhen(true)] out string? slotName)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
var pair = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
|
||||
|
||||
if (pair.Equals(default))
|
||||
{
|
||||
slotName = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
slotName = pair.Key;
|
||||
|
||||
return RemoveBodyPart(slotName, false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region BodyNetwork Functions
|
||||
|
||||
private bool EnsureNetwork(BodyNetwork network)
|
||||
@@ -854,81 +277,6 @@ namespace Content.Server.GameObjects.Components.Body
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Recursion Functions
|
||||
|
||||
/// <summary>
|
||||
/// Returns the combined length of the distance to the nearest <see cref="BodyPart"/> with a
|
||||
/// <see cref="FootProperty"/>. Returns <see cref="float.MinValue"/>
|
||||
/// if there is no foot found. If you consider a <see cref="BodyManagerComponent"/> a node map, then it will look for
|
||||
/// a foot node from the given node. It can
|
||||
/// only search through BodyParts with <see cref="ExtensionProperty"/>.
|
||||
/// </summary>
|
||||
private static float DistanceToNearestFoot(BodyManagerComponent body, IBodyPart source)
|
||||
{
|
||||
if (source.HasProperty<FootProperty>() && source.TryGetProperty<ExtensionProperty>(out var property))
|
||||
{
|
||||
return property.ReachDistance;
|
||||
}
|
||||
|
||||
return LookForFootRecursion(body, source, new List<BodyPart>());
|
||||
}
|
||||
|
||||
// TODO: Make this not static and not keep me up at night
|
||||
private static float LookForFootRecursion(BodyManagerComponent body, IBodyPart current,
|
||||
ICollection<BodyPart> searchedParts)
|
||||
{
|
||||
if (!current.TryGetProperty<ExtensionProperty>(out var extProperty))
|
||||
{
|
||||
return float.MinValue;
|
||||
}
|
||||
|
||||
// Get all connected parts if the current part has an extension property
|
||||
if (!body.TryGetBodyPartConnections(current, out var connections))
|
||||
{
|
||||
return float.MinValue;
|
||||
}
|
||||
|
||||
// If a connected BodyPart is a foot, return this BodyPart's length.
|
||||
foreach (var connection in connections)
|
||||
{
|
||||
if (!searchedParts.Contains(connection) && connection.HasProperty<FootProperty>())
|
||||
{
|
||||
return extProperty.ReachDistance;
|
||||
}
|
||||
}
|
||||
|
||||
// Otherwise, get the recursion values of all connected BodyParts and
|
||||
// store them in a list.
|
||||
var distances = new List<float>();
|
||||
foreach (var connection in connections)
|
||||
{
|
||||
if (!searchedParts.Contains(connection))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var result = LookForFootRecursion(body, connection, searchedParts);
|
||||
|
||||
if (Math.Abs(result - float.MinValue) > 0.001f)
|
||||
{
|
||||
distances.Add(result);
|
||||
}
|
||||
}
|
||||
|
||||
// If one or more of the searches found a foot, return the smallest one
|
||||
// and add this ones length.
|
||||
if (distances.Count > 0)
|
||||
{
|
||||
return distances.Min<float>() + extProperty.ReachDistance;
|
||||
}
|
||||
|
||||
return float.MinValue;
|
||||
|
||||
// No extension property, no go.
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public interface IBodyManagerHealthChangeParams
|
||||
|
||||
Reference in New Issue
Block a user