Refactor body component to use slots instead of an army of dictionaries (#3749)
* Refactor body component to use slots instead of an army of dictionaries * Update vox * Replace static method call with extension * Add setpart method, replace dispose with shutdown * Fix tests, fix not listening to slot events when setting a part
This commit is contained in:
@@ -8,7 +8,6 @@ using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using static Robust.Client.UserInterface.Controls.ItemList;
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namespace Content.Client.GameObjects.Components.Body.Scanner
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@@ -114,9 +113,9 @@ namespace Content.Client.GameObjects.Components.Body.Scanner
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return;
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}
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foreach (var slotName in body.Parts.Keys)
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foreach (var (part, _) in body.Parts)
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{
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BodyPartList.AddItem(Loc.GetString(slotName));
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BodyPartList.AddItem(Loc.GetString(part.Name));
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}
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}
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@@ -129,12 +128,12 @@ namespace Content.Client.GameObjects.Components.Body.Scanner
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return;
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}
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var slot = body.SlotAt(args.ItemIndex).Key;
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_currentBodyPart = body.PartAt(args.ItemIndex).Value;
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var slot = body.SlotAt(args.ItemIndex);
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_currentBodyPart = body.PartAt(args.ItemIndex).Key;
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if (body.Parts.TryGetValue(slot, out var part))
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if (slot.Part != null)
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{
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UpdateBodyPartBox(part, slot);
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UpdateBodyPartBox(slot.Part, slot.Id);
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}
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}
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@@ -55,7 +55,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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if (Owner.TryGetComponent(out IBody? body))
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{
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foreach (var part in body.Parts.Values)
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foreach (var (part, _) in body.Parts)
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{
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if (!part.Owner.TryGetComponent(out SpriteComponent? partSprite))
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{
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@@ -131,7 +131,7 @@ namespace Content.IntegrationTests.Tests.Body
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Assert.That(human.TryGetComponent(out IBody? body));
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Assert.NotNull(body);
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var centerPart = body!.CenterPart();
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var centerPart = body!.CenterPart;
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Assert.NotNull(centerPart);
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Assert.That(body.TryGetSlot(centerPart!, out var centerSlot));
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@@ -196,7 +196,7 @@ namespace Content.IntegrationTests.Tests.Body
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behavior.ResetAll();
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body.TryAddPart(centerSlot!, centerPart, true);
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body.SetPart(centerSlot!.Id, centerPart);
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Assert.That(behavior.WasAddedToBody);
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Assert.False(behavior.WasAddedToPart);
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@@ -78,7 +78,8 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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// Test to ensure a player with 4 hands will still only have 2 hands cuffed
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AddHand(cuffed.Owner);
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AddHand(cuffed.Owner);
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Assert.True(cuffed.CuffedHandCount == 2 && hands.Hands.Count() == 4, "Player doesn't have correct amount of hands cuffed");
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Assert.That(cuffed.CuffedHandCount, Is.EqualTo(2));
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Assert.That(hands.Hands.Count(), Is.EqualTo(4));
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// Test to give a player with 4 hands 2 sets of cuffs
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cuffed.TryAddNewCuffs(human, secondCuffs);
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@@ -1,6 +1,5 @@
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Body.Part;
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using Content.Shared.Administration;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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@@ -8,6 +7,7 @@ using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using static Content.Server.GameObjects.Components.Body.Part.BodyPartComponent;
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namespace Content.Server.Commands
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{
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@@ -100,7 +100,7 @@ namespace Content.Server.Commands
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return;
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}
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body.TryAddPart($"{nameof(BodyPartComponent.AttachBodyPartVerb)}-{partEntity.Uid}", part, true);
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body.SetPart($"{nameof(AttachBodyPartVerb)}-{partEntity.Uid}", part);
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}
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}
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}
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@@ -138,11 +138,9 @@ namespace Content.Server.Commands.Body
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}
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var slot = part.GetHashCode().ToString();
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var response = body.TryAddPart(slot, part, true)
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? $"Added hand to entity {entity.Name}"
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: $"Error occurred trying to add a hand to entity {entity.Name}";
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body.SetPart(slot, part);
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shell.WriteLine(response);
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shell.WriteLine($"Added hand to entity {entity.Name}");
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}
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}
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}
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@@ -48,7 +48,7 @@ namespace Content.Server.Commands.Body
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var mechanismName = string.Join(" ", args).ToLowerInvariant();
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foreach (var part in body.Parts.Values)
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foreach (var (part, _) in body.Parts)
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foreach (var mechanism in part.Mechanisms)
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{
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if (mechanism.Name.ToLowerInvariant() == mechanismName)
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@@ -42,7 +42,8 @@ namespace Content.Server.Commands.Body
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return;
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}
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var (_, hand) = body.Parts.FirstOrDefault(x => x.Value.PartType == BodyPartType.Hand);
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var hand = body.GetPartsOfType(BodyPartType.Hand).FirstOrDefault();
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if (hand == null)
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{
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shell.WriteLine("You have no hands.");
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@@ -12,7 +12,7 @@ namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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public static bool HasMechanismBehavior<T>(this IBody body) where T : IMechanismBehavior
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{
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return body.Parts.Values.Any(p => p.HasMechanismBehavior<T>());
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return body.Parts.Any(p => p.Key.HasMechanismBehavior<T>());
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}
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public static bool HasMechanismBehavior<T>(this IBodyPart part) where T : IMechanismBehavior
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@@ -22,7 +22,7 @@ namespace Content.Server.GameObjects.Components.Body.Behavior
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public static IEnumerable<IMechanismBehavior> GetMechanismBehaviors(this IBody body)
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{
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foreach (var part in body.Parts.Values)
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foreach (var (part, _) in body.Parts)
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foreach (var mechanism in part.Mechanisms)
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foreach (var behavior in mechanism.Behaviors.Values)
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{
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@@ -46,7 +46,7 @@ namespace Content.Server.GameObjects.Components.Body.Behavior
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public static IEnumerable<T> GetMechanismBehaviors<T>(this IBody body) where T : class, IMechanismBehavior
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{
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foreach (var part in body.Parts.Values)
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foreach (var (part, _) in body.Parts)
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foreach (var mechanism in part.Mechanisms)
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foreach (var behavior in mechanism.Behaviors.Values)
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{
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@@ -5,11 +5,11 @@ using Content.Server.GameObjects.Components.Observer;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Body.Slot;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Utility;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Console;
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using Robust.Shared.Containers;
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@@ -29,20 +29,20 @@ namespace Content.Server.GameObjects.Components.Body
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{
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private Container _partContainer = default!;
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protected override bool CanAddPart(string slot, IBodyPart part)
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protected override bool CanAddPart(string slotId, IBodyPart part)
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{
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return base.CanAddPart(slot, part) &&
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return base.CanAddPart(slotId, part) &&
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_partContainer.CanInsert(part.Owner);
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}
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protected override void OnAddPart(string slot, IBodyPart part)
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protected override void OnAddPart(BodyPartSlot slot, IBodyPart part)
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{
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base.OnAddPart(slot, part);
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_partContainer.Insert(part.Owner);
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}
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protected override void OnRemovePart(string slot, IBodyPart part)
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protected override void OnRemovePart(BodyPartSlot slot, IBodyPart part)
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{
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base.OnRemovePart(slot, part);
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@@ -54,21 +54,25 @@ namespace Content.Server.GameObjects.Components.Body
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{
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base.Initialize();
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_partContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-{nameof(BodyComponent)}");
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_partContainer = Owner.EnsureContainer<Container>($"{Name}-{nameof(BodyComponent)}");
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var preset = Preset;
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foreach (var (slot, partId) in PartIds)
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if (preset != null)
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{
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foreach (var slot in Slots)
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{
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// Using MapPosition instead of Coordinates here prevents
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// a crash within the character preview menu in the lobby
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var entity = Owner.EntityManager.SpawnEntity(partId, Owner.Transform.MapPosition);
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var entity = Owner.EntityManager.SpawnEntity(preset.PartIDs[slot.Id], Owner.Transform.MapPosition);
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if (!entity.TryGetComponent(out IBodyPart? part))
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{
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Logger.Error($"Entity {partId} does not have a {nameof(IBodyPart)} component.");
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Logger.Error($"Entity {slot.Id} does not have a {nameof(IBodyPart)} component.");
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continue;
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}
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TryAddPart(slot, part, true);
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SetPart(slot.Id, part);
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}
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}
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}
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@@ -79,7 +83,7 @@ namespace Content.Server.GameObjects.Components.Body
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// This is ran in Startup as entities spawned in Initialize
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// are not synced to the client since they are assumed to be
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// identical on it
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foreach (var part in Parts.Values)
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foreach (var (part, _) in Parts)
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{
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part.Dirty();
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}
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@@ -68,13 +68,13 @@ namespace Content.Server.GameObjects.Components.Body
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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foreach (var (key, value) in body.Parts)
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foreach (var (part, slot) in body.Parts)
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{
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// For each limb in the target, add it to our cache if it is a valid option.
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if (value.CanAddMechanism(this))
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if (part.CanAddMechanism(this))
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{
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OptionsCache.Add(IdHash, value);
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toSend.Add(key + ": " + value.Name, IdHash++);
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OptionsCache.Add(IdHash, slot);
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toSend.Add(part + ": " + part.Name, IdHash++);
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}
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}
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@@ -1,6 +1,5 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Body;
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@@ -61,7 +60,7 @@ namespace Content.Server.GameObjects.Components.Body.Part
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{
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base.Initialize();
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_mechanismContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-{nameof(BodyPartComponent)}");
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_mechanismContainer = Owner.EnsureContainer<Container>($"{Name}-{nameof(BodyPartComponent)}");
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// This is ran in Startup as entities spawned in Initialize
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// are not synced to the client since they are assumed to be
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@@ -123,25 +122,23 @@ namespace Content.Server.GameObjects.Components.Body.Part
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// Here we are trying to grab a list of all empty BodySlots adjacent to an existing BodyPart that can be
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// attached to. i.e. an empty left hand slot, connected to an occupied left arm slot would be valid.
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var unoccupiedSlots = body.Slots.Keys.ToList().Except(body.Parts.Keys.ToList()).ToList();
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foreach (var slot in unoccupiedSlots)
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foreach (var slot in body.EmptySlots)
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{
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if (!body.TryGetSlotType(slot, out var typeResult) ||
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typeResult != PartType ||
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!body.TryGetPartConnections(slot, out var parts))
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if (slot.PartType != PartType)
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{
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continue;
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}
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foreach (var connectedPart in parts)
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foreach (var connection in slot.Connections)
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{
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if (!connectedPart.CanAttachPart(this))
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if (connection.Part == null ||
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!connection.Part.CanAttachPart(this))
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{
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continue;
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}
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_optionsCache.Add(_idHash, slot);
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toSend.Add(slot, _idHash++);
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toSend.Add(slot.Id, _idHash++);
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}
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}
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@@ -269,7 +266,7 @@ namespace Content.Server.GameObjects.Components.Body.Part
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return;
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}
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body.TryAddPart($"{nameof(AttachBodyPartVerb)}-{component.Owner.Uid}", component, true);
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body.SetPart($"{nameof(AttachBodyPartVerb)}-{component.Owner.Uid}", component);
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}
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}
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}
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@@ -69,13 +69,13 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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foreach (var (key, value) in body.Parts)
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foreach (var (part, slot) in body.Parts)
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{
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// For each limb in the target, add it to our cache if it is a valid option.
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if (value.SurgeryCheck(_surgeryType))
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if (part.SurgeryCheck(_surgeryType))
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{
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_optionsCache.Add(_idHash, value);
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toSend.Add(key + ": " + value.Name, _idHash++);
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_optionsCache.Add(_idHash, part);
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toSend.Add(slot.Id + ": " + part.Name, _idHash++);
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}
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}
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@@ -469,19 +469,26 @@ namespace Content.Server.GameObjects.Components.Kitchen
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if (victim.TryGetComponent<IBody>(out var body))
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{
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var heads = body.GetPartsOfType(BodyPartType.Head);
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foreach (var head in heads)
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var headSlots = body.GetSlotsOfType(BodyPartType.Head);
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foreach (var slot in headSlots)
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{
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if (!body.TryDropPart(head, out var dropped))
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var part = slot.Part;
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if (part == null ||
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!body.TryDropPart(slot, out var dropped))
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{
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continue;
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}
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var droppedHeads = dropped.Where(p => p.PartType == BodyPartType.Head);
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foreach (var droppedHead in droppedHeads)
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foreach (var droppedPart in dropped.Values)
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{
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_storage.Insert(droppedHead.Owner);
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if (droppedPart.PartType != BodyPartType.Head)
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{
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continue;
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}
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_storage.Insert(droppedPart.Owner);
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headCount++;
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}
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}
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@@ -18,7 +18,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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if (Owner.TryGetComponent(out IBody? body))
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{
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foreach (var part in body.Parts.Values)
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foreach (var (part, _) in body.Parts)
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{
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if (!part.Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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@@ -37,7 +37,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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if (Appearance != null! && Owner.TryGetComponent(out IBody? body))
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{
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foreach (var part in body.Parts.Values)
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foreach (var (part, _) in body.Parts)
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{
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if (!part.Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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@@ -80,8 +80,8 @@ namespace Content.Server.GameObjects.Components.Movement
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return false;
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}
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if (body.GetPartsOfType(BodyPartType.Leg).Count == 0 ||
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body.GetPartsOfType(BodyPartType.Foot).Count == 0)
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if (!body.HasPartOfType(BodyPartType.Leg) ||
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!body.HasPartOfType(BodyPartType.Foot))
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{
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reason = Loc.GetString("comp-climbable-cant-climb");
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return false;
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@@ -1,4 +1,5 @@
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Strap;
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@@ -14,15 +15,14 @@ using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using System.Threading.Tasks;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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namespace Content.Server.GameObjects.Components.Watercloset
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{
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@@ -144,7 +144,7 @@ namespace Content.Server.GameObjects.Components.Watercloset
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{
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// check that victim even have head
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if (victim.TryGetComponent<IBody>(out var body) &&
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body.GetPartsOfType(BodyPartType.Head).Count != 0)
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body.HasPartOfType(BodyPartType.Head))
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{
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var othersMessage = Loc.GetString("{0:theName} sticks their head into {1:theName} and flushes it!", victim, Owner);
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victim.PopupMessageOtherClients(othersMessage);
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@@ -5,6 +5,7 @@ using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Body.Part.Property;
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using Content.Shared.GameObjects.Components.Body.Preset;
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using Content.Shared.GameObjects.Components.Body.Slot;
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using Content.Shared.GameObjects.Components.Body.Template;
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using Robust.Shared.GameObjects;
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@@ -17,70 +18,81 @@ namespace Content.Shared.GameObjects.Components.Body
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public interface IBody : IComponent, IBodyPartContainer
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{
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/// <summary>
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/// The name of the <see cref="BodyTemplatePrototype"/> used by this
|
||||
/// The <see cref="BodyTemplatePrototype"/> used to create this
|
||||
/// <see cref="IBody"/>.
|
||||
/// </summary>
|
||||
public string? TemplateName { get; }
|
||||
public BodyTemplatePrototype? Template { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The name of the <see cref="BodyPresetPrototype"/> used by this
|
||||
/// The <see cref="BodyPresetPrototype"/> used to create this
|
||||
/// <see cref="IBody"/>.
|
||||
/// </summary>
|
||||
public string? PresetName { get; }
|
||||
public BodyPresetPrototype? Preset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// An enumeration of the slots that make up this body, regardless
|
||||
/// of if they contain a part or not.
|
||||
/// </summary>
|
||||
IEnumerable<BodyPartSlot> Slots { get; }
|
||||
|
||||
/// <summary>
|
||||
/// An enumeration of the parts on this body paired with the slots
|
||||
/// that they are in.
|
||||
/// </summary>
|
||||
IEnumerable<KeyValuePair<IBodyPart, BodyPartSlot>> Parts { get; }
|
||||
|
||||
/// <summary>
|
||||
/// An enumeration of the slots on this body without a part in them.
|
||||
/// </summary>
|
||||
IEnumerable<BodyPartSlot> EmptySlots { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Finds the central <see cref="BodyPartSlot"/>, if any,
|
||||
/// of this body.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// The central <see cref="BodyPartSlot"/> if one exists,
|
||||
/// null otherwise.
|
||||
/// </returns>
|
||||
BodyPartSlot? CenterSlot { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Finds the central <see cref="IBodyPart"/>, if any,
|
||||
/// of this body.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// The central <see cref="IBodyPart"/> if one exists,
|
||||
/// null otherwise.
|
||||
/// </returns>
|
||||
IBodyPart? CenterPart { get; }
|
||||
|
||||
// TODO BODY Part slots
|
||||
// TODO BODY Sensible templates
|
||||
/// <summary>
|
||||
/// Mapping of <see cref="IBodyPart"/> slots in this body to their
|
||||
/// <see cref="BodyPartType"/>.
|
||||
/// </summary>
|
||||
public Dictionary<string, BodyPartType> Slots { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Mapping of slots to the <see cref="IBodyPart"/> filling each one.
|
||||
/// </summary>
|
||||
public IReadOnlyDictionary<string, IBodyPart> Parts { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Mapping of slots to which other slots they connect to.
|
||||
/// For example, the torso could be mapped to a list containing
|
||||
/// "right arm", "left arm", "left leg", and "right leg".
|
||||
/// This is mapped both ways during runtime, but in the prototype
|
||||
/// it only has to be defined one-way, "torso": "left arm" will automatically
|
||||
/// map "left arm" to "torso" as well.
|
||||
/// </summary>
|
||||
public Dictionary<string, List<string>> Connections { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Mapping of template slots to the ID of the <see cref="IBodyPart"/>
|
||||
/// that should fill it. E.g. "right arm" : "BodyPart.arm.basic_human".
|
||||
/// </summary>
|
||||
public IReadOnlyDictionary<string, string> PartIds { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to add a part to the given slot.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to add this part to.</param>
|
||||
/// <param name="slotId">The slot to add this part to.</param>
|
||||
/// <param name="part">The part to add.</param>
|
||||
/// <param name="force">
|
||||
/// Whether or not to check for the validity of the given <see cref="part"/>.
|
||||
/// Passing true does not guarantee it to be added, for example if it
|
||||
/// had already been added before.
|
||||
/// <param name="checkSlotExists">
|
||||
/// Whether to check if the slot exists, or create one otherwise.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// true if the part was added, false otherwise even if it was already added.
|
||||
/// true if the part was added, false otherwise even if it was
|
||||
/// already added.
|
||||
/// </returns>
|
||||
bool TryAddPart(string slot, IBodyPart part, bool force = false);
|
||||
bool TryAddPart(string slotId, IBodyPart part);
|
||||
|
||||
void SetPart(string slotId, IBodyPart part);
|
||||
|
||||
/// <summary>
|
||||
/// Checks if there is a <see cref="IBodyPart"/> in the given slot.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to look in.</param>
|
||||
/// <param name="slotId">The slot to look in.</param>
|
||||
/// <returns>
|
||||
/// true if there is a part in the given <see cref="slot"/>,
|
||||
/// true if there is a part in the given <see cref="slotId"/>,
|
||||
/// false otherwise.
|
||||
/// </returns>
|
||||
bool HasPart(string slot);
|
||||
bool HasPart(string slotId);
|
||||
|
||||
/// <summary>
|
||||
/// Checks if this <see cref="IBody"/> contains the given <see cref="part"/>.
|
||||
@@ -93,145 +105,130 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
bool HasPart(IBodyPart part);
|
||||
|
||||
/// <summary>
|
||||
/// Removes the given <see cref="IBodyPart"/> reference, potentially
|
||||
/// dropping other <see cref="IBodyPart">BodyParts</see> if they
|
||||
/// were hanging off of it.
|
||||
/// Removes the given <see cref="IBodyPart"/> from this body,
|
||||
/// dropping other <see cref="IBodyPart"/> if they were hanging
|
||||
/// off of it.
|
||||
/// <param name="part">The part to remove.</param>
|
||||
/// <returns>
|
||||
/// true if the part was removed, false otherwise
|
||||
/// even if the part was already removed previously.
|
||||
/// </returns>
|
||||
/// </summary>
|
||||
void RemovePart(IBodyPart part);
|
||||
bool RemovePart(IBodyPart part);
|
||||
|
||||
/// <summary>
|
||||
/// Removes the body part in slot <see cref="slot"/> from this body,
|
||||
/// Removes the body part in slot <see cref="slotId"/> from this body,
|
||||
/// if one exists.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to remove it from.</param>
|
||||
/// <returns>True if the part was removed, false otherwise.</returns>
|
||||
bool RemovePart(string slot);
|
||||
/// <param name="slotId">The slot to remove it from.</param>
|
||||
/// <returns>true if the part was removed, false otherwise.</returns>
|
||||
bool RemovePart(string slotId);
|
||||
|
||||
/// <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>
|
||||
bool RemovePart(IBodyPart part, [NotNullWhen(true)] out string? slotName);
|
||||
/// <param name="slotId">The slot that the part was in, if any.</param>
|
||||
/// <returns>
|
||||
/// true if <see cref="part"/> was removed, false otherwise.
|
||||
/// </returns>
|
||||
bool RemovePart(IBodyPart part, [NotNullWhen(true)] out BodyPartSlot? slotId);
|
||||
|
||||
/// <summary>
|
||||
/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
|
||||
/// dropping other <see cref="IBodyPart">BodyParts</see> if they
|
||||
/// were hanging off of it.
|
||||
/// </summary>
|
||||
/// <param name="part">The part to drop.</param>
|
||||
/// <param name="slot">The part to drop.</param>
|
||||
/// <param name="dropped">
|
||||
/// All of the parts that were dropped, including <see cref="part"/>.
|
||||
/// All of the parts that were dropped, including the one in
|
||||
/// <see cref="slot"/>.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// True if the part was dropped, false otherwise.
|
||||
/// true if the part was dropped, false otherwise.
|
||||
/// </returns>
|
||||
bool TryDropPart(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? dropped);
|
||||
bool TryDropPart(BodyPartSlot slot, [NotNullWhen(true)] out Dictionary<BodyPartSlot, IBodyPart>? dropped);
|
||||
|
||||
/// <summary>
|
||||
/// Recursively searches for if <see cref="part"/> is connected to
|
||||
/// the center.
|
||||
/// </summary>
|
||||
/// <param name="part">The body part to find the center for.</param>
|
||||
/// <returns>True if it is connected to the center, false otherwise.</returns>
|
||||
/// <returns>
|
||||
/// true if it is connected to the center, false otherwise.
|
||||
/// </returns>
|
||||
bool ConnectedToCenter(IBodyPart part);
|
||||
|
||||
/// <summary>
|
||||
/// Finds the central <see cref="IBodyPart"/>, if any, of this body based on
|
||||
/// the <see cref="BodyTemplate"/>. For humans, this is the torso.
|
||||
/// </summary>
|
||||
/// <returns>The <see cref="BodyPart"/> if one exists, null otherwise.</returns>
|
||||
IBodyPart? CenterPart();
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the given part slot name exists within the current
|
||||
/// <see cref="BodyTemplate"/>.
|
||||
/// Returns whether the given part slot exists in this body.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to check for.</param>
|
||||
/// <returns>True if the slot exists in this body, false otherwise.</returns>
|
||||
/// <returns>true if the slot exists in this body, false otherwise.</returns>
|
||||
bool HasSlot(string slot);
|
||||
|
||||
/// <summary>
|
||||
/// Finds the <see cref="IBodyPart"/> in the given <see cref="slot"/> if
|
||||
/// one exists.
|
||||
/// </summary>
|
||||
/// <param name="slot">The part slot to search in.</param>
|
||||
/// <param name="result">The body part in that slot, if any.</param>
|
||||
/// <returns>True if found, false otherwise.</returns>
|
||||
bool TryGetPart(string slot, [NotNullWhen(true)] out IBodyPart? result);
|
||||
BodyPartSlot? GetSlot(IBodyPart part);
|
||||
|
||||
/// <summary>
|
||||
/// Finds the slotName that the given <see cref="IBodyPart"/> resides in.
|
||||
/// Finds the slot that the given <see cref="IBodyPart"/> resides in.
|
||||
/// </summary>
|
||||
/// <param name="part">
|
||||
/// The <see cref="IBodyPart"/> to find the slot for.
|
||||
/// </param>
|
||||
/// <param name="slot">The slot found, if any.</param>
|
||||
/// <returns>True if a slot was found, false otherwise</returns>
|
||||
bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out string? slot);
|
||||
/// <returns>true if a slot was found, false otherwise</returns>
|
||||
bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out BodyPartSlot? slot);
|
||||
|
||||
/// <summary>
|
||||
/// Finds the <see cref="BodyPartType"/> in the given
|
||||
/// <see cref="slot"/> if one exists.
|
||||
/// Finds the <see cref="IBodyPart"/> in the given
|
||||
/// <see cref="slotId"/> if one exists.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to search in.</param>
|
||||
/// <param name="result">
|
||||
/// The <see cref="BodyPartType"/> of that slot, if any.
|
||||
/// </param>
|
||||
/// <returns>True if found, false otherwise.</returns>
|
||||
bool TryGetSlotType(string slot, out BodyPartType result);
|
||||
/// <param name="slotId">The part slot to search in.</param>
|
||||
/// <param name="result">The body part in that slot, if any.</param>
|
||||
/// <returns>true if found, false otherwise.</returns>
|
||||
bool TryGetPart(string slotId, [NotNullWhen(true)] out IBodyPart? result);
|
||||
|
||||
/// <summary>
|
||||
/// Finds the names of all slots connected to the given
|
||||
/// <see cref="slot"/> for the template.
|
||||
/// Checks if a slot of the specified type exists on this body.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to search in.</param>
|
||||
/// <param name="connections">The connections found, if any.</param>
|
||||
/// <returns>True if the connections are found, false otherwise.</returns>
|
||||
bool TryGetSlotConnections(string slot, [NotNullWhen(true)] out List<string>? connections);
|
||||
/// <param name="type">The type to check for.</param>
|
||||
/// <returns>true if present, false otherwise.</returns>
|
||||
bool HasSlotOfType(BodyPartType type);
|
||||
|
||||
/// <summary>
|
||||
/// Grabs all occupied slots connected to the given slot,
|
||||
/// regardless of whether the given <see cref="slot"/> is occupied.
|
||||
/// Gets all slots of the specified type on this body.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot name to find connections from.</param>
|
||||
/// <param name="connections">The connected body parts, if any.</param>
|
||||
/// <returns>
|
||||
/// True if successful, false if the slot couldn't be found on this body.
|
||||
/// </returns>
|
||||
bool TryGetPartConnections(string slot, [NotNullWhen(true)] out List<IBodyPart>? connections);
|
||||
/// <param name="type">The type to check for.</param>
|
||||
/// <returns>An enumerable of the found slots.</returns>
|
||||
IEnumerable<BodyPartSlot> GetSlotsOfType(BodyPartType type);
|
||||
|
||||
/// <summary>
|
||||
/// Grabs all parts connected to the given <see cref="part"/>, regardless
|
||||
/// of whether the given <see cref="part"/> is occupied.
|
||||
/// Checks if a part of the specified type exists on this body.
|
||||
/// </summary>
|
||||
/// <param name="part">The part to find connections from.</param>
|
||||
/// <param name="connections">The connected body parts, if any.</param>
|
||||
/// <returns>
|
||||
/// True if successful, false if the part couldn't be found on this body.
|
||||
/// </returns>
|
||||
bool TryGetPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? connections);
|
||||
/// <param name="type">The type to check for.</param>
|
||||
/// <returns>true if present, false otherwise.</returns>
|
||||
bool HasPartOfType(BodyPartType type);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all <see cref="IBodyPart"/>s of the given type in this body.
|
||||
/// Gets all slots of the specified type on this body.
|
||||
/// </summary>
|
||||
/// <returns>A list of parts of that type.</returns>
|
||||
List<IBodyPart> GetPartsOfType(BodyPartType type);
|
||||
/// <param name="type">The type to check for.</param>
|
||||
/// <returns>An enumerable of the found slots.</returns>
|
||||
IEnumerable<IBodyPart> GetPartsOfType(BodyPartType type);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all <see cref="IBodyPart"/>s with the given property in this body.
|
||||
/// Finds all <see cref="IBodyPart"/>s with the given property in
|
||||
/// this body.
|
||||
/// </summary>
|
||||
/// <type name="type">The property type to look for.</type>
|
||||
/// <returns>A list of parts with that property.</returns>
|
||||
List<(IBodyPart part, IBodyPartProperty property)> GetPartsWithProperty(Type type);
|
||||
IEnumerable<(IBodyPart part, IBodyPartProperty property)> GetPartsWithProperty(Type type);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all <see cref="IBodyPart"/>s with the given property in this body.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The property type to look for.</typeparam>
|
||||
/// <returns>A list of parts with that property.</returns>
|
||||
List<(IBodyPart part, T property)> GetPartsWithProperty<T>() where T : class, IBodyPartProperty;
|
||||
IEnumerable<(IBodyPart part, T property)> GetPartsWithProperty<T>() where T : class, IBodyPartProperty;
|
||||
|
||||
// TODO BODY Make a slot object that makes sense to the human mind, and make it serializable. Imagine the possibilities!
|
||||
/// <summary>
|
||||
@@ -239,18 +236,21 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
/// </summary>
|
||||
/// <param name="index">The index to look in.</param>
|
||||
/// <returns>A pair of the slot name and part type occupying it.</returns>
|
||||
KeyValuePair<string, BodyPartType> SlotAt(int index);
|
||||
BodyPartSlot SlotAt(int index);
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the part at the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">The index to look in.</param>
|
||||
/// <returns>A pair of the part name and body part occupying it.</returns>
|
||||
KeyValuePair<string, IBodyPart> PartAt(int index);
|
||||
KeyValuePair<IBodyPart, BodyPartSlot> PartAt(int index);
|
||||
|
||||
/// <summary>
|
||||
/// Gibs this body.
|
||||
/// </summary>
|
||||
/// <param name="gibParts">
|
||||
/// Whether or not to also gib this body's parts.
|
||||
/// </param>
|
||||
void Gib(bool gibParts = false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,11 @@ namespace Content.Shared.GameObjects.Components.Body.Part
|
||||
/// </summary>
|
||||
IBody? Body { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The string to show when displaying this part's name to players.
|
||||
/// </summary>
|
||||
string DisplayName { get; }
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="BodyPartType"/> that this <see cref="IBodyPart"/> is considered
|
||||
/// to be.
|
||||
|
||||
@@ -20,20 +20,20 @@ namespace Content.Shared.GameObjects.Components.Body.Part
|
||||
|
||||
public class BodyPartAddedEventArgs : EventArgs
|
||||
{
|
||||
public BodyPartAddedEventArgs(IBodyPart part, string slot)
|
||||
public BodyPartAddedEventArgs(string slot, IBodyPart part)
|
||||
{
|
||||
Part = part;
|
||||
Slot = slot;
|
||||
Part = part;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The part that was added.
|
||||
/// </summary>
|
||||
public IBodyPart Part { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The slot that <see cref="Part"/> was added to.
|
||||
/// </summary>
|
||||
public string Slot { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The part that was added.
|
||||
/// </summary>
|
||||
public IBodyPart Part { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,20 +19,20 @@ namespace Content.Shared.GameObjects.Components.Body.Part
|
||||
|
||||
public class BodyPartRemovedEventArgs : EventArgs
|
||||
{
|
||||
public BodyPartRemovedEventArgs(IBodyPart part, string slot)
|
||||
public BodyPartRemovedEventArgs(string slot, IBodyPart part)
|
||||
{
|
||||
Part = part;
|
||||
Slot = slot;
|
||||
Part = part;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The part that was removed.
|
||||
/// </summary>
|
||||
public IBodyPart Part { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The slot that <see cref="Part"/> was removed from.
|
||||
/// </summary>
|
||||
public string Slot { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The part that was removed.
|
||||
/// </summary>
|
||||
public IBodyPart Part { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,6 +57,9 @@ namespace Content.Shared.GameObjects.Components.Body.Part
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables]
|
||||
public string DisplayName => Name;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("partType")]
|
||||
public BodyPartType PartType { get; private set; } = BodyPartType.Other;
|
||||
|
||||
@@ -20,13 +20,14 @@ namespace Content.Shared.GameObjects.Components.Body.Preset
|
||||
[field: DataField("id", required: true)]
|
||||
public string ID { get; } = default!;
|
||||
|
||||
[DataField("partIDs")]
|
||||
[field: DataField("partIDs")]
|
||||
private Dictionary<string, string> _partIDs = new();
|
||||
|
||||
[ViewVariables]
|
||||
[field: DataField("name")]
|
||||
public string Name { get; } = string.Empty;
|
||||
|
||||
[ViewVariables] public Dictionary<string, string> PartIDs => new(_partIDs);
|
||||
[ViewVariables]
|
||||
public Dictionary<string, string> PartIDs => new(_partIDs);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,15 +7,13 @@ using Content.Shared.Damage;
|
||||
using Content.Shared.GameObjects.Components.Body.Part;
|
||||
using Content.Shared.GameObjects.Components.Body.Part.Property;
|
||||
using Content.Shared.GameObjects.Components.Body.Preset;
|
||||
using Content.Shared.GameObjects.Components.Body.Slot;
|
||||
using Content.Shared.GameObjects.Components.Body.Template;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Collision;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -34,35 +32,45 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
|
||||
public override uint? NetID => ContentNetIDs.BODY;
|
||||
|
||||
[DataField("centerSlot", required: true)]
|
||||
private string? _centerSlot;
|
||||
|
||||
private Dictionary<string, string> _partIds = new();
|
||||
|
||||
private readonly Dictionary<string, IBodyPart> _parts = new();
|
||||
[ViewVariables]
|
||||
[field: DataField("template", required: true)]
|
||||
private string? TemplateId { get; } = default;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("template", required: true)]
|
||||
public string? TemplateName { get; private set; }
|
||||
[field: DataField("preset", required: true)]
|
||||
private string? PresetId { get; } = default;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("preset", required: true)]
|
||||
public string? PresetName { get; private set; }
|
||||
public BodyTemplatePrototype? Template => TemplateId == null
|
||||
? null
|
||||
: _prototypeManager.Index<BodyTemplatePrototype>(TemplateId);
|
||||
|
||||
[ViewVariables]
|
||||
public Dictionary<string, BodyPartType> Slots { get; private set; } = new();
|
||||
public BodyPresetPrototype? Preset => PresetId == null
|
||||
? null
|
||||
: _prototypeManager.Index<BodyPresetPrototype>(PresetId);
|
||||
|
||||
[ViewVariables]
|
||||
public Dictionary<string, List<string>> Connections { get; private set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Maps slots to the part filling each one.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public IReadOnlyDictionary<string, IBodyPart> Parts => _parts;
|
||||
private Dictionary<string, BodyPartSlot> SlotIds { get; } = new();
|
||||
|
||||
[ViewVariables]
|
||||
public IReadOnlyDictionary<string, string> PartIds => _partIds;
|
||||
private Dictionary<IBodyPart, BodyPartSlot> SlotParts { get; } = new();
|
||||
|
||||
[ViewVariables]
|
||||
public IEnumerable<BodyPartSlot> Slots => SlotIds.Values;
|
||||
|
||||
[ViewVariables]
|
||||
public IEnumerable<KeyValuePair<IBodyPart, BodyPartSlot>> Parts => SlotParts;
|
||||
|
||||
[ViewVariables]
|
||||
public IEnumerable<BodyPartSlot> EmptySlots => Slots.Where(slot => slot.Part == null);
|
||||
|
||||
public BodyPartSlot? CenterSlot =>
|
||||
Template?.CenterSlot is { } centerSlot
|
||||
? SlotIds.GetValueOrDefault(centerSlot)
|
||||
: null;
|
||||
|
||||
public IBodyPart? CenterPart => CenterSlot?.Part;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -70,60 +78,66 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
|
||||
// TODO BODY BeforeDeserialization
|
||||
// TODO BODY Move to template or somewhere else
|
||||
if (TemplateName != null)
|
||||
if (TemplateId != null)
|
||||
{
|
||||
var template = _prototypeManager.Index<BodyTemplatePrototype>(TemplateName);
|
||||
var template = _prototypeManager.Index<BodyTemplatePrototype>(TemplateId);
|
||||
|
||||
Connections = template.Connections;
|
||||
Slots = template.Slots;
|
||||
_centerSlot = template.CenterSlot;
|
||||
foreach (var (id, partType) in template.Slots)
|
||||
{
|
||||
SetSlot(id, partType);
|
||||
}
|
||||
|
||||
if (PresetName != null)
|
||||
foreach (var (slotId, connectionIds) in template.Connections)
|
||||
{
|
||||
var preset = _prototypeManager.Index<BodyPresetPrototype>(PresetName);
|
||||
|
||||
_partIds = preset.PartIDs;
|
||||
}
|
||||
|
||||
// Our prototypes don't force the user to define a BodyPart connection twice. E.g. Head: Torso v.s. Torso: Head.
|
||||
// The user only has to do one. We want it to be that way in the code, though, so this cleans that up.
|
||||
var cleanedConnections = new Dictionary<string, List<string>>();
|
||||
|
||||
foreach (var targetSlotName in Slots.Keys)
|
||||
{
|
||||
var tempConnections = new List<string>();
|
||||
foreach (var (slotName, slotConnections) in Connections)
|
||||
{
|
||||
if (slotName == targetSlotName)
|
||||
{
|
||||
foreach (var connection in slotConnections)
|
||||
{
|
||||
if (!tempConnections.Contains(connection))
|
||||
{
|
||||
tempConnections.Add(connection);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (slotConnections.Contains(targetSlotName))
|
||||
{
|
||||
tempConnections.Add(slotName);
|
||||
var connections = connectionIds.Select(id => SlotIds[id]);
|
||||
SlotIds[slotId].SetConnectionsInternal(connections);
|
||||
}
|
||||
}
|
||||
|
||||
if (tempConnections.Count > 0)
|
||||
{
|
||||
cleanedConnections.Add(targetSlotName, tempConnections);
|
||||
}
|
||||
}
|
||||
|
||||
Connections = cleanedConnections;
|
||||
CalculateSpeed();
|
||||
}
|
||||
|
||||
protected virtual bool CanAddPart(string slot, IBodyPart part)
|
||||
public override void OnRemove()
|
||||
{
|
||||
if (!HasSlot(slot) || !_parts.TryAdd(slot, part))
|
||||
foreach (var slot in SlotIds.Values)
|
||||
{
|
||||
slot.Shutdown();
|
||||
}
|
||||
|
||||
base.OnRemove();
|
||||
}
|
||||
|
||||
private BodyPartSlot SetSlot(string id, BodyPartType type)
|
||||
{
|
||||
var slot = new BodyPartSlot(id, type);
|
||||
|
||||
SlotIds[id] = slot;
|
||||
slot.PartAdded += part => OnAddPart(slot, part);
|
||||
slot.PartRemoved += part => OnRemovePart(slot, part);
|
||||
|
||||
return slot;
|
||||
}
|
||||
|
||||
private Dictionary<BodyPartSlot, IBodyPart> GetHangingParts(BodyPartSlot from)
|
||||
{
|
||||
var hanging = new Dictionary<BodyPartSlot, IBodyPart>();
|
||||
|
||||
foreach (var connection in from.Connections)
|
||||
{
|
||||
if (connection.Part != null &&
|
||||
!ConnectedToCenter(connection.Part))
|
||||
{
|
||||
hanging.Add(connection, connection.Part);
|
||||
}
|
||||
}
|
||||
|
||||
return hanging;
|
||||
}
|
||||
|
||||
protected virtual bool CanAddPart(string slotId, IBodyPart part)
|
||||
{
|
||||
if (!SlotIds.TryGetValue(slotId, out var slot) ||
|
||||
slot.CanAddPart(part))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -131,11 +145,12 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
return true;
|
||||
}
|
||||
|
||||
protected virtual void OnAddPart(string slot, IBodyPart part)
|
||||
protected virtual void OnAddPart(BodyPartSlot slot, IBodyPart part)
|
||||
{
|
||||
SlotParts[part] = slot;
|
||||
part.Body = this;
|
||||
|
||||
var argsAdded = new BodyPartAddedEventArgs(part, slot);
|
||||
var argsAdded = new BodyPartAddedEventArgs(slot.Id, part);
|
||||
|
||||
foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
|
||||
{
|
||||
@@ -146,11 +161,22 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
OnBodyChanged();
|
||||
}
|
||||
|
||||
protected virtual void OnRemovePart(string slot, IBodyPart part)
|
||||
protected virtual void OnRemovePart(BodyPartSlot slot, IBodyPart part)
|
||||
{
|
||||
SlotParts.Remove(part);
|
||||
|
||||
foreach (var connectedSlot in slot.Connections)
|
||||
{
|
||||
if (connectedSlot.Part != null &&
|
||||
!ConnectedToCenter(connectedSlot.Part))
|
||||
{
|
||||
RemovePart(connectedSlot.Part);
|
||||
}
|
||||
}
|
||||
|
||||
part.Body = null;
|
||||
|
||||
var args = new BodyPartRemovedEventArgs(part, slot);
|
||||
var args = new BodyPartRemovedEventArgs(slot.Id, part);
|
||||
|
||||
foreach (var component in Owner.GetAllComponents<IBodyPartRemoved>())
|
||||
{
|
||||
@@ -158,7 +184,8 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
}
|
||||
|
||||
// creadth: fall down if no legs
|
||||
if (part.PartType == BodyPartType.Leg && Parts.Count(x => x.Value.PartType == BodyPartType.Leg) == 0)
|
||||
if (part.PartType == BodyPartType.Leg &&
|
||||
GetPartsOfType(BodyPartType.Leg).ToArray().Length == 0)
|
||||
{
|
||||
EntitySystem.Get<SharedStandingStateSystem>().Down(Owner);
|
||||
}
|
||||
@@ -166,7 +193,7 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
// creadth: immediately kill entity if last vital part removed
|
||||
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
|
||||
{
|
||||
if (part.IsVital && Parts.Count(x => x.Value.PartType == part.PartType) == 0)
|
||||
if (part.IsVital && SlotParts.Count(x => x.Value.PartType == part.PartType) == 0)
|
||||
{
|
||||
damageable.ChangeDamage(DamageType.Bloodloss, 300, true); // TODO BODY KILL
|
||||
}
|
||||
@@ -175,174 +202,133 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
OnBodyChanged();
|
||||
}
|
||||
|
||||
public bool TryAddPart(string slot, IBodyPart part, bool force = false)
|
||||
public bool TryAddPart(string slotId, IBodyPart part)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
DebugTools.AssertNotNull(slot);
|
||||
DebugTools.AssertNotNull(slotId);
|
||||
|
||||
if (force)
|
||||
{
|
||||
if (!HasSlot(slot))
|
||||
{
|
||||
Slots[slot] = part.PartType;
|
||||
}
|
||||
|
||||
_parts[slot] = part;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!CanAddPart(slot, part))
|
||||
if (!CanAddPart(slotId, part))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return SlotIds.TryGetValue(slotId, out var slot) &&
|
||||
slot.TryAddPart(part);
|
||||
}
|
||||
|
||||
OnAddPart(slot, part);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool HasPart(string slot)
|
||||
public void SetPart(string slotId, IBodyPart part)
|
||||
{
|
||||
DebugTools.AssertNotNull(slot);
|
||||
if (!SlotIds.TryGetValue(slotId, out var slot))
|
||||
{
|
||||
slot = SetSlot(slotId, part.PartType);
|
||||
SlotIds[slotId] = slot;
|
||||
}
|
||||
|
||||
return _parts.ContainsKey(slot);
|
||||
slot.SetPart(part);
|
||||
}
|
||||
|
||||
public bool HasPart(string slotId)
|
||||
{
|
||||
DebugTools.AssertNotNull(slotId);
|
||||
|
||||
return SlotIds.TryGetValue(slotId, out var slot) &&
|
||||
slot.Part != null;
|
||||
}
|
||||
|
||||
public bool HasPart(IBodyPart part)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
return _parts.ContainsValue(part);
|
||||
return SlotParts.ContainsKey(part);
|
||||
}
|
||||
|
||||
public void RemovePart(IBodyPart part)
|
||||
public bool RemovePart(IBodyPart part)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
var slotName = _parts.FirstOrDefault(x => x.Value == part).Key;
|
||||
return SlotParts.TryGetValue(part, out var slot) &&
|
||||
slot.RemovePart();
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(slotName))
|
||||
public bool RemovePart(string slotId)
|
||||
{
|
||||
return;
|
||||
DebugTools.AssertNotNull(slotId);
|
||||
|
||||
return SlotIds.TryGetValue(slotId, out var slot) &&
|
||||
slot.RemovePart();
|
||||
}
|
||||
|
||||
RemovePart(slotName);
|
||||
public bool RemovePart(IBodyPart part, [NotNullWhen(true)] out BodyPartSlot? slotId)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
if (!SlotParts.TryGetValue(part, out var slot))
|
||||
{
|
||||
slotId = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO BODY invert this behavior with the one above
|
||||
public bool RemovePart(string slot)
|
||||
if (!slot.RemovePart())
|
||||
{
|
||||
slotId = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
slotId = slot;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryDropPart(BodyPartSlot slot, [NotNullWhen(true)] out Dictionary<BodyPartSlot, IBodyPart>? dropped)
|
||||
{
|
||||
DebugTools.AssertNotNull(slot);
|
||||
|
||||
if (!_parts.Remove(slot, out var part))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
OnRemovePart(slot, part);
|
||||
|
||||
if (TryGetSlotConnections(slot, out var connections))
|
||||
{
|
||||
foreach (var connectionName in connections)
|
||||
{
|
||||
if (TryGetPart(connectionName, out var result) && !ConnectedToCenter(result))
|
||||
{
|
||||
RemovePart(connectionName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool RemovePart(IBodyPart part, [NotNullWhen(true)] out string? slotName)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
(slotName, _) = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
|
||||
|
||||
if (slotName == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (RemovePart(slotName))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
slotName = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryDropPart(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? dropped)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
if (!_parts.ContainsValue(part))
|
||||
if (!SlotIds.TryGetValue(slot.Id, out var ownedSlot) ||
|
||||
ownedSlot != slot ||
|
||||
slot.Part == null)
|
||||
{
|
||||
dropped = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!RemovePart(part, out var slotName))
|
||||
var oldPart = slot.Part;
|
||||
dropped = GetHangingParts(slot);
|
||||
|
||||
if (!slot.RemovePart())
|
||||
{
|
||||
dropped = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
dropped = new List<IBodyPart> {part};
|
||||
// Call disconnect on all limbs that were hanging off this limb.
|
||||
if (TryGetSlotConnections(slotName, out var connections))
|
||||
{
|
||||
// TODO BODY optimize
|
||||
foreach (var connectionName in connections)
|
||||
{
|
||||
if (TryGetPart(connectionName, out var result) &&
|
||||
!ConnectedToCenter(result) &&
|
||||
RemovePart(connectionName))
|
||||
{
|
||||
dropped.Add(result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OnBodyChanged();
|
||||
dropped[slot] = oldPart;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool ConnectedToCenter(IBodyPart part)
|
||||
{
|
||||
var searchedSlots = new List<string>();
|
||||
|
||||
return TryGetSlot(part, out var result) &&
|
||||
ConnectedToCenterPartRecursion(searchedSlots, result);
|
||||
ConnectedToCenterPartRecursion(result);
|
||||
}
|
||||
|
||||
private bool ConnectedToCenterPartRecursion(ICollection<string> searchedSlots, string slotName)
|
||||
private bool ConnectedToCenterPartRecursion(BodyPartSlot slot, HashSet<BodyPartSlot>? searched = null)
|
||||
{
|
||||
if (!TryGetPart(slotName, out var part))
|
||||
searched ??= new HashSet<BodyPartSlot>();
|
||||
|
||||
if (Template?.CenterSlot == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (part == CenterPart())
|
||||
if (slot.Part == CenterPart)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
searchedSlots.Add(slotName);
|
||||
searched.Add(slot);
|
||||
|
||||
if (!TryGetSlotConnections(slotName, out var connections))
|
||||
foreach (var connection in slot.Connections)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var connection in connections)
|
||||
{
|
||||
if (!searchedSlots.Contains(connection) &&
|
||||
ConnectedToCenterPartRecursion(searchedSlots, connection))
|
||||
if (!searched.Contains(connection) &&
|
||||
ConnectedToCenterPartRecursion(connection, searched))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -351,56 +337,64 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
return false;
|
||||
}
|
||||
|
||||
public IBodyPart? CenterPart()
|
||||
{
|
||||
if (_centerSlot == null) return null;
|
||||
|
||||
return Parts.GetValueOrDefault(_centerSlot);
|
||||
}
|
||||
|
||||
public bool HasSlot(string slot)
|
||||
{
|
||||
return Slots.ContainsKey(slot);
|
||||
return SlotIds.ContainsKey(slot);
|
||||
}
|
||||
|
||||
public bool TryGetPart(string slot, [NotNullWhen(true)] out IBodyPart? result)
|
||||
public IEnumerable<IBodyPart> GetParts()
|
||||
{
|
||||
return Parts.TryGetValue(slot, out result);
|
||||
foreach (var slot in SlotIds.Values)
|
||||
{
|
||||
if (slot.Part != null)
|
||||
{
|
||||
yield return slot.Part;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out string? slot)
|
||||
public bool TryGetPart(string slotId, [NotNullWhen(true)] out IBodyPart? result)
|
||||
{
|
||||
// We enforce that there is only one of each value in the dictionary,
|
||||
// so we can iterate through the dictionary values to get the key from there.
|
||||
(slot, _) = Parts.FirstOrDefault(x => x.Value == part);
|
||||
result = null;
|
||||
|
||||
return slot != null;
|
||||
return SlotIds.TryGetValue(slotId, out var slot) &&
|
||||
(result = slot.Part) != null;
|
||||
}
|
||||
|
||||
public bool TryGetSlotType(string slot, out BodyPartType result)
|
||||
public BodyPartSlot? GetSlot(string id)
|
||||
{
|
||||
return Slots.TryGetValue(slot, out result);
|
||||
return SlotIds.GetValueOrDefault(id);
|
||||
}
|
||||
|
||||
public bool TryGetSlotConnections(string slot, [NotNullWhen(true)] out List<string>? connections)
|
||||
public BodyPartSlot? GetSlot(IBodyPart part)
|
||||
{
|
||||
return Connections.TryGetValue(slot, out connections);
|
||||
return SlotParts.GetValueOrDefault(part);
|
||||
}
|
||||
|
||||
public bool TryGetPartConnections(string slot, [NotNullWhen(true)] out List<IBodyPart>? connections)
|
||||
public bool TryGetSlot(string slotId, [NotNullWhen(true)] out BodyPartSlot? slot)
|
||||
{
|
||||
if (!Connections.TryGetValue(slot, out var slotConnections))
|
||||
return (slot = GetSlot(slotId)) != null;
|
||||
}
|
||||
|
||||
public bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out BodyPartSlot? slot)
|
||||
{
|
||||
return (slot = GetSlot(part)) != null;
|
||||
}
|
||||
|
||||
public bool TryGetPartConnections(string slotId, [NotNullWhen(true)] out List<IBodyPart>? connections)
|
||||
{
|
||||
if (!SlotIds.TryGetValue(slotId, out var slot))
|
||||
{
|
||||
connections = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
connections = new List<IBodyPart>();
|
||||
foreach (var connection in slotConnections)
|
||||
foreach (var connection in slot.Connections)
|
||||
{
|
||||
if (TryGetPart(connection, out var part))
|
||||
if (connection.Part != null)
|
||||
{
|
||||
connections.Add(part);
|
||||
connections.Add(connection.Part);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -413,57 +407,68 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryGetPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? connections)
|
||||
public bool HasSlotOfType(BodyPartType type)
|
||||
{
|
||||
connections = null;
|
||||
|
||||
return TryGetSlot(part, out var slotName) &&
|
||||
TryGetPartConnections(slotName, out connections);
|
||||
foreach (var _ in GetSlotsOfType(type))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public List<IBodyPart> GetPartsOfType(BodyPartType type)
|
||||
{
|
||||
var parts = new List<IBodyPart>();
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var part in Parts.Values)
|
||||
public IEnumerable<BodyPartSlot> GetSlotsOfType(BodyPartType type)
|
||||
{
|
||||
if (part.PartType == type)
|
||||
foreach (var slot in SlotIds.Values)
|
||||
{
|
||||
parts.Add(part);
|
||||
if (slot.PartType == type)
|
||||
{
|
||||
yield return slot;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return parts;
|
||||
public bool HasPartOfType(BodyPartType type)
|
||||
{
|
||||
foreach (var _ in GetPartsOfType(type))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public List<(IBodyPart part, IBodyPartProperty property)> GetPartsWithProperty(Type type)
|
||||
{
|
||||
var parts = new List<(IBodyPart, IBodyPartProperty)>();
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var part in Parts.Values)
|
||||
public IEnumerable<IBodyPart> GetPartsOfType(BodyPartType type)
|
||||
{
|
||||
if (part.TryGetProperty(type, out var property))
|
||||
foreach (var slot in GetSlotsOfType(type))
|
||||
{
|
||||
parts.Add((part, property));
|
||||
if (slot.Part != null)
|
||||
{
|
||||
yield return slot.Part;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return parts;
|
||||
public IEnumerable<(IBodyPart part, IBodyPartProperty property)> GetPartsWithProperty(Type type)
|
||||
{
|
||||
foreach (var slot in SlotIds.Values)
|
||||
{
|
||||
if (slot.Part != null && slot.Part.TryGetProperty(type, out var property))
|
||||
{
|
||||
yield return (slot.Part, property);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public List<(IBodyPart part, T property)> GetPartsWithProperty<T>() where T : class, IBodyPartProperty
|
||||
public IEnumerable<(IBodyPart part, T property)> GetPartsWithProperty<T>() where T : class, IBodyPartProperty
|
||||
{
|
||||
var parts = new List<(IBodyPart, T)>();
|
||||
|
||||
foreach (var part in Parts.Values)
|
||||
foreach (var part in SlotParts.Keys)
|
||||
{
|
||||
if (part.TryGetProperty<T>(out var property))
|
||||
{
|
||||
parts.Add((part, property));
|
||||
yield return (part, property);
|
||||
}
|
||||
}
|
||||
|
||||
return parts;
|
||||
}
|
||||
|
||||
private void CalculateSpeed()
|
||||
@@ -473,7 +478,7 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
return;
|
||||
}
|
||||
|
||||
var legs = GetPartsWithProperty<LegComponent>();
|
||||
var legs = GetPartsWithProperty<LegComponent>().ToArray();
|
||||
float speedSum = 0;
|
||||
|
||||
foreach (var leg in legs)
|
||||
@@ -497,7 +502,7 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
{
|
||||
// Extra legs stack diminishingly.
|
||||
playerMover.BaseWalkSpeed =
|
||||
speedSum / (legs.Count - (float) Math.Log(legs.Count, 4.0));
|
||||
speedSum / (legs.Length - (float) Math.Log(legs.Length, 4.0));
|
||||
|
||||
playerMover.BaseSprintSpeed = playerMover.BaseWalkSpeed * 1.75f;
|
||||
}
|
||||
@@ -537,27 +542,29 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
return extension.Distance;
|
||||
}
|
||||
|
||||
return LookForFootRecursion(source, new List<IBodyPart>());
|
||||
return LookForFootRecursion(source);
|
||||
}
|
||||
|
||||
private float LookForFootRecursion(IBodyPart current, ICollection<IBodyPart> searchedParts)
|
||||
private float LookForFootRecursion(IBodyPart current, HashSet<BodyPartSlot>? searched = null)
|
||||
{
|
||||
searched ??= new HashSet<BodyPartSlot>();
|
||||
|
||||
if (!current.TryGetProperty<ExtensionComponent>(out var extProperty))
|
||||
{
|
||||
return float.MinValue;
|
||||
}
|
||||
|
||||
// Get all connected parts if the current part has an extension property
|
||||
if (!TryGetPartConnections(current, out var connections))
|
||||
if (!TryGetSlot(current, out var slot))
|
||||
{
|
||||
return float.MinValue;
|
||||
}
|
||||
|
||||
// If a connected BodyPart is a foot, return this BodyPart's length.
|
||||
foreach (var connection in connections)
|
||||
foreach (var connection in slot.Connections)
|
||||
{
|
||||
if (connection.PartType == BodyPartType.Foot &&
|
||||
!searchedParts.Contains(connection))
|
||||
!searched.Contains(connection))
|
||||
{
|
||||
return extProperty.Distance;
|
||||
}
|
||||
@@ -566,14 +573,14 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
// 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)
|
||||
foreach (var connection in slot.Connections)
|
||||
{
|
||||
if (!searchedParts.Contains(connection))
|
||||
if (connection.Part == null || !searched.Contains(connection))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var result = LookForFootRecursion(connection, searchedParts);
|
||||
var result = LookForFootRecursion(connection.Part, searched);
|
||||
|
||||
if (Math.Abs(result - float.MinValue) > 0.001f)
|
||||
{
|
||||
@@ -592,24 +599,24 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
}
|
||||
|
||||
// TODO BODY optimize this
|
||||
public KeyValuePair<string, BodyPartType> SlotAt(int index)
|
||||
public BodyPartSlot SlotAt(int index)
|
||||
{
|
||||
return Slots.ElementAt(index);
|
||||
return SlotIds.Values.ElementAt(index);
|
||||
}
|
||||
|
||||
public KeyValuePair<string, IBodyPart> PartAt(int index)
|
||||
public KeyValuePair<IBodyPart, BodyPartSlot> PartAt(int index)
|
||||
{
|
||||
return Parts.ElementAt(index);
|
||||
return SlotParts.ElementAt(index);
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
var parts = new (string slot, EntityUid partId)[_parts.Count];
|
||||
var parts = new (string slot, EntityUid partId)[SlotParts.Count];
|
||||
|
||||
var i = 0;
|
||||
foreach (var (slot, part) in _parts)
|
||||
foreach (var (part, slot) in SlotParts)
|
||||
{
|
||||
parts[i] = (slot, part.Owner.Uid);
|
||||
parts[i] = (slot.Id, part.Owner.Uid);
|
||||
i++;
|
||||
}
|
||||
|
||||
@@ -627,28 +634,28 @@ namespace Content.Shared.GameObjects.Components.Body
|
||||
|
||||
var newParts = state.Parts();
|
||||
|
||||
foreach (var (slot, oldPart) in _parts)
|
||||
foreach (var (oldPart, slot) in SlotParts)
|
||||
{
|
||||
if (!newParts.TryGetValue(slot, out var newPart) ||
|
||||
if (!newParts.TryGetValue(slot.Id, out var newPart) ||
|
||||
newPart != oldPart)
|
||||
{
|
||||
RemovePart(oldPart);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var (slot, newPart) in newParts)
|
||||
foreach (var (slotId, newPart) in newParts)
|
||||
{
|
||||
if (!_parts.TryGetValue(slot, out var oldPart) ||
|
||||
oldPart != newPart)
|
||||
if (!SlotIds.TryGetValue(slotId, out var slot) ||
|
||||
slot.Part != newPart)
|
||||
{
|
||||
TryAddPart(slot, newPart, true);
|
||||
SetPart(slotId, newPart);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Gib(bool gibParts = false)
|
||||
{
|
||||
foreach (var (_, part) in Parts)
|
||||
foreach (var part in SlotParts.Keys)
|
||||
{
|
||||
RemovePart(part);
|
||||
|
||||
|
||||
107
Content.Shared/GameObjects/Components/Body/Slot/BodyPartSlot.cs
Normal file
107
Content.Shared/GameObjects/Components/Body/Slot/BodyPartSlot.cs
Normal file
@@ -0,0 +1,107 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.GameObjects.Components.Body.Part;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Body.Slot
|
||||
{
|
||||
public class BodyPartSlot
|
||||
{
|
||||
public BodyPartSlot(string id, BodyPartType partType, IEnumerable<BodyPartSlot> connections)
|
||||
{
|
||||
Id = id;
|
||||
PartType = partType;
|
||||
Connections = new HashSet<BodyPartSlot>(connections);
|
||||
}
|
||||
|
||||
public BodyPartSlot(string id, BodyPartType partType)
|
||||
{
|
||||
Id = id;
|
||||
PartType = partType;
|
||||
Connections = new HashSet<BodyPartSlot>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The ID of this slot.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public string Id { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The part type that this slot accepts.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public BodyPartType PartType { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The part currently in this slot, if any.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public IBodyPart? Part { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// List of slots that this slot connects to.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public HashSet<BodyPartSlot> Connections { get; private set; }
|
||||
|
||||
public event Action<IBodyPart>? PartAdded;
|
||||
|
||||
public event Action<IBodyPart>? PartRemoved;
|
||||
|
||||
internal void SetConnectionsInternal(IEnumerable<BodyPartSlot> connections)
|
||||
{
|
||||
Connections = new HashSet<BodyPartSlot>(connections);
|
||||
}
|
||||
|
||||
public bool CanAddPart(IBodyPart part)
|
||||
{
|
||||
return Part == null && part.PartType == PartType;
|
||||
}
|
||||
|
||||
public bool TryAddPart(IBodyPart part)
|
||||
{
|
||||
if (!CanAddPart(part))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
SetPart(part);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetPart(IBodyPart part)
|
||||
{
|
||||
if (Part != null)
|
||||
{
|
||||
RemovePart();
|
||||
}
|
||||
|
||||
Part = part;
|
||||
PartAdded?.Invoke(part);
|
||||
}
|
||||
|
||||
public bool RemovePart()
|
||||
{
|
||||
if (Part == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var old = Part;
|
||||
Part = null;
|
||||
|
||||
PartRemoved?.Invoke(old);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Shutdown()
|
||||
{
|
||||
Part = null;
|
||||
Connections.Clear();
|
||||
PartAdded = null;
|
||||
PartRemoved = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -16,16 +16,16 @@ namespace Content.Shared.GameObjects.Components.Body.Template
|
||||
[Serializable, NetSerializable]
|
||||
public class BodyTemplatePrototype : IPrototype, ISerializationHooks
|
||||
{
|
||||
[DataField("slots")]
|
||||
[field: DataField("slots")]
|
||||
private Dictionary<string, BodyPartType> _slots = new();
|
||||
|
||||
[DataField("connections")]
|
||||
[field: DataField("connections")]
|
||||
private Dictionary<string, List<string>> _rawConnections = new();
|
||||
|
||||
[DataField("layers")]
|
||||
[field: DataField("layers")]
|
||||
private Dictionary<string, string> _layers = new();
|
||||
|
||||
[DataField("mechanismLayers")]
|
||||
[field: DataField("mechanismLayers")]
|
||||
private Dictionary<string, string> _mechanismLayers = new();
|
||||
|
||||
[ViewVariables]
|
||||
@@ -44,7 +44,7 @@ namespace Content.Shared.GameObjects.Components.Body.Template
|
||||
public Dictionary<string, BodyPartType> Slots => new(_slots);
|
||||
|
||||
[ViewVariables]
|
||||
public Dictionary<string, List<string>> Connections { get; set; } = new();
|
||||
public Dictionary<string, HashSet<string>> Connections { get; set; } = new();
|
||||
|
||||
[ViewVariables]
|
||||
public Dictionary<string, string> Layers => new(_layers);
|
||||
@@ -56,11 +56,11 @@ namespace Content.Shared.GameObjects.Components.Body.Template
|
||||
{
|
||||
//Our prototypes don't force the user to define a BodyPart connection twice. E.g. Head: Torso v.s. Torso: Head.
|
||||
//The user only has to do one. We want it to be that way in the code, though, so this cleans that up.
|
||||
var cleanedConnections = new Dictionary<string, List<string>>();
|
||||
var cleanedConnections = new Dictionary<string, HashSet<string>>();
|
||||
|
||||
foreach (var targetSlotName in _slots.Keys)
|
||||
{
|
||||
var tempConnections = new List<string>();
|
||||
var tempConnections = new HashSet<string>();
|
||||
foreach (var (slotName, slotConnections) in _rawConnections)
|
||||
{
|
||||
if (slotName == targetSlotName)
|
||||
|
||||
@@ -163,7 +163,6 @@
|
||||
- type: Body
|
||||
template: HumanoidTemplate
|
||||
preset: HumanPreset
|
||||
centerSlot: torso
|
||||
- type: Damageable
|
||||
damageContainer: biologicalDamageContainer
|
||||
- type: Metabolism
|
||||
@@ -336,7 +335,6 @@
|
||||
- type: Body
|
||||
template: HumanoidTemplate
|
||||
preset: HumanPreset
|
||||
centerSlot: torso
|
||||
- type: Damageable
|
||||
damageContainer: biologicalDamageContainer
|
||||
- type: MobState
|
||||
|
||||
@@ -141,7 +141,6 @@
|
||||
- type: Body
|
||||
template: HumanoidTemplate
|
||||
preset: SlimePreset
|
||||
centerSlot: torso
|
||||
- type: Damageable
|
||||
damageContainer: biologicalDamageContainer
|
||||
- type: Metabolism
|
||||
|
||||
@@ -82,7 +82,6 @@
|
||||
- type: Body
|
||||
template: HumanoidTemplate
|
||||
preset: VoxPreset
|
||||
centerSlot: torso
|
||||
- type: Metabolism
|
||||
needsGases:
|
||||
Nitrogen: 0.00060763888
|
||||
|
||||
10
Resources/Prototypes/EntityLists/Cow/cow_tools.yml
Normal file
10
Resources/Prototypes/EntityLists/Cow/cow_tools.yml
Normal file
@@ -0,0 +1,10 @@
|
||||
- type: entityList
|
||||
id: CowTools
|
||||
entities:
|
||||
- Haycutters
|
||||
- Moodriver
|
||||
- Wronch
|
||||
- Cowbar
|
||||
- Mooltitool
|
||||
- Cowelder
|
||||
- Milkalyzer
|
||||
Reference in New Issue
Block a user