Make mechanism behaviors properly update, fix eating and drinking (#2472)
* Make mechanisms properly update and fix eating and drinking * Remove outdated component ignores * Fix nullable error * Fix mechanism behavior events * Remove unnecessary code
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#nullable enable
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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.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Content.Shared.GameObjects.Components.Body.Part;
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namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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public static class MechanismExtensions
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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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}
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public static bool HasMechanismBehavior<T>(this IBodyPart part) where T : IMechanismBehavior
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{
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return part.Mechanisms.Any(m => m.HasBehavior<T>());
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}
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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 mechanism in part.Mechanisms)
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foreach (var behavior in mechanism.Behaviors.Values)
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{
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yield return behavior;
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}
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}
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public static bool TryGetMechanismBehaviors(this IBody body,
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[NotNullWhen(true)] out List<IMechanismBehavior>? behaviors)
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{
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behaviors = body.GetMechanismBehaviors().ToList();
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if (behaviors.Count == 0)
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{
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behaviors = null;
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return false;
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}
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return true;
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}
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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 mechanism in part.Mechanisms)
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foreach (var behavior in mechanism.Behaviors.Values)
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{
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if (behavior is T tBehavior)
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{
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yield return tBehavior;
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}
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}
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}
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public static bool TryGetMechanismBehaviors<T>(this IBody entity, [NotNullWhen(true)] out List<T>? behaviors)
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where T : class, IMechanismBehavior
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{
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behaviors = entity.GetMechanismBehaviors<T>().ToList();
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if (behaviors.Count == 0)
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{
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behaviors = null;
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return false;
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}
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return true;
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}
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}
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}
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