diff --git a/Content.IntegrationTests/Tests/GameObjects/Components/ActionBlocking/CuffUnitTest.cs b/Content.IntegrationTests/Tests/GameObjects/Components/ActionBlocking/CuffUnitTest.cs
index ea8d5ea324..682f01752a 100644
--- a/Content.IntegrationTests/Tests/GameObjects/Components/ActionBlocking/CuffUnitTest.cs
+++ b/Content.IntegrationTests/Tests/GameObjects/Components/ActionBlocking/CuffUnitTest.cs
@@ -87,7 +87,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
var slot = part.GetHashCode().ToString();
body.Template.Slots.Add(slot, BodyPartType.Hand);
- body.InstallBodyPart(part, slot);
+ body.TryAddPart(slot, part, true);
}
}
}
diff --git a/Content.Server/Body/BodyCommands.cs b/Content.Server/Body/BodyCommands.cs
index da8c9e4ca1..899a793f6d 100644
--- a/Content.Server/Body/BodyCommands.cs
+++ b/Content.Server/Body/BodyCommands.cs
@@ -48,7 +48,7 @@ namespace Content.Server.Body
var slot = part.GetHashCode().ToString();
body.Template.Slots.Add(slot, BodyPartType.Hand);
- body.InstallBodyPart(part, slot);
+ body.TryAddPart(slot, part, true);
}
}
diff --git a/Content.Server/Body/BodyPart.cs b/Content.Server/Body/BodyPart.cs
index 32121f056a..acd984af53 100644
--- a/Content.Server/Body/BodyPart.cs
+++ b/Content.Server/Body/BodyPart.cs
@@ -14,13 +14,11 @@ using Content.Shared.Damage.DamageContainer;
using Content.Shared.Damage.ResistanceSet;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Damage;
-using Robust.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Log;
-using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
@@ -34,19 +32,10 @@ namespace Content.Server.Body
/// which coordinates functions between BodyParts, or a
/// .
///
- public class BodyPart
+ public class BodyPart : IBodyPart
{
- ///
- /// The body that this body part is in, if any.
- ///
- private BodyManagerComponent? _body;
+ private IBodyManagerComponent? _body;
- ///
- /// Set of all currently inside this
- /// .
- /// To add and remove from this list see and
- ///
- ///
private readonly HashSet _mechanisms = new HashSet();
public BodyPart(BodyPartPrototype data)
@@ -64,11 +53,8 @@ namespace Content.Server.Body
LoadFromPrototype(data);
}
- ///
- /// The body that this body part is in, if any.
- ///
[ViewVariables]
- public BodyManagerComponent? Body
+ public IBodyManagerComponent? Body
{
get => _body;
set
@@ -111,91 +97,48 @@ namespace Content.Server.Body
[ViewVariables]
private HashSet Properties { get; }
- ///
- /// The name of this , often displayed to the user.
- /// For example, it could be named "advanced robotic arm".
- ///
- [ViewVariables]
- public string Name { get; private set; }
+ [ViewVariables] public string Name { get; private set; }
- ///
- /// Plural version of this name.
- ///
- [ViewVariables]
- public string Plural { get; private set; }
+ [ViewVariables] public string Plural { get; private set; }
- ///
- /// Path to the RSI that represents this .
- ///
- [ViewVariables]
- public string RSIPath { get; private set; }
+ [ViewVariables] public string RSIPath { get; private set; }
- ///
- /// RSI state that represents this .
- ///
- [ViewVariables]
- public string RSIState { get; private set; }
+ [ViewVariables] public string RSIState { get; private set; }
- ///
- /// RSI map keys that this body part changes on the sprite.
- ///
- [ViewVariables]
- public Enum? RSIMap { get; set; }
+ [ViewVariables] public Enum? RSIMap { get; set; }
- ///
- /// RSI color of this body part.
- ///
// TODO: SpriteComponent rework
- public Color? RSIColor { get; set; }
+ [ViewVariables] public Color? RSIColor { get; set; }
- ///
- /// that this is considered
- /// to be.
- /// For example, .
- ///
- [ViewVariables]
- public BodyPartType PartType { get; private set; }
+ [ViewVariables] public BodyPartType PartType { get; private set; }
- ///
- /// Determines many things: how many mechanisms can be fit inside this
- /// , whether a body can fit through tiny crevices, etc.
- ///
- [ViewVariables]
- private int Size { get; set; }
+ [ViewVariables] public int Size { get; private set; }
- ///
- /// Max HP of this .
- ///
- [ViewVariables]
- public int MaxDurability { get; private set; }
+ [ViewVariables] public int MaxDurability { get; private set; }
- ///
- /// Current HP of this based on sum of all damage types.
- ///
- [ViewVariables]
- public int CurrentDurability => MaxDurability - Damage.TotalDamage;
+ [ViewVariables] public int CurrentDurability => MaxDurability - Damage.TotalDamage;
// TODO: Individual body part damage
///
- /// Current damage dealt to this .
+ /// Current damage dealt to this .
///
[ViewVariables]
public DamageContainer Damage { get; private set; }
///
- /// Armor of this against damages.
+ /// Armor of this against damages.
///
[ViewVariables]
public ResistanceSet Resistances { get; private set; }
///
- /// At what HP this destroyed.
+ /// At what HP this destroyed.
///
[ViewVariables]
public int DestroyThreshold { get; private set; }
///
- /// What types of BodyParts this can easily attach to.
+ /// What types of BodyParts this can easily attach to.
/// For the most part, most limbs aren't universal and require extra work to
/// attach between types.
///
@@ -204,14 +147,15 @@ namespace Content.Server.Body
///
/// Set of all currently inside this
- /// .
+ /// .
///
[ViewVariables]
public IReadOnlyCollection Mechanisms => _mechanisms;
///
- /// This method is called by
- /// before is called.
+ /// This method is called by
+ /// before
+ /// is called.
///
public void PreMetabolism(float frameTime)
{
@@ -222,8 +166,9 @@ namespace Content.Server.Body
}
///
- /// This method is called by
- /// after is called.
+ /// This method is called by
+ /// after
+ /// is called.
///
public void PostMetabolism(float frameTime)
{
@@ -258,9 +203,10 @@ namespace Content.Server.Body
/// The property if found, null otherwise.
/// The type of the property to find.
/// True if successful, false otherwise.
- public bool TryGetProperty(out T property)
+ public bool TryGetProperty([NotNullWhen(true)] out T? property) where T : BodyPartProperty
{
- property = (T) Properties.First(x => x.GetType() == typeof(T));
+ property = (T?) Properties.FirstOrDefault(x => x.GetType() == typeof(T));
+
return property != null;
}
@@ -269,20 +215,21 @@ namespace Content.Server.Body
/// The resulting will be null if unsuccessful.
///
/// True if successful, false otherwise.
- public bool TryGetProperty(Type propertyType, out BodyPartProperty property)
+ public bool TryGetProperty(Type propertyType, [NotNullWhen(true)] out BodyPartProperty? property)
{
- property = (BodyPartProperty) Properties.First(x => x.GetType() == propertyType);
+ property = (BodyPartProperty?) Properties.First(x => x.GetType() == propertyType);
+
return property != null;
}
///
- /// Checks if the given type is on this .
+ /// Checks if the given type is on this .
///
///
/// The subtype of to look for.
///
///
- /// True if this has a property of type
+ /// True if this has a property of type
/// , false otherwise.
///
public bool HasProperty() where T : BodyPartProperty
@@ -292,13 +239,13 @@ namespace Content.Server.Body
///
/// Checks if a subtype of is on this
- /// .
+ /// .
///
///
/// The subtype of to look for.
///
///
- /// True if this has a property of type
+ /// True if this has a property of type
/// , false otherwise.
///
public bool HasProperty(Type propertyType)
@@ -306,21 +253,11 @@ namespace Content.Server.Body
return Properties.Count(x => x.GetType() == propertyType) > 0;
}
- ///
- /// Checks if another can be connected to this one.
- ///
- /// The part to connect.
- /// True if it can be connected, false otherwise.
- public bool CanAttachBodyPart(BodyPart toBeConnected)
+ public bool CanAttachPart(IBodyPart part)
{
- return SurgeryData.CanAttachBodyPart(toBeConnected);
+ return SurgeryData.CanAttachBodyPart(part);
}
- ///
- /// Checks if a can be installed on this
- /// .
- ///
- /// True if it can be installed, false otherwise.
public bool CanInstallMechanism(Mechanism mechanism)
{
return SizeUsed + mechanism.Size <= Size &&
@@ -336,7 +273,7 @@ namespace Content.Server.Body
/// The mechanism to try to install.
///
/// True if successful, false if there was an error
- /// (e.g. not enough room in ).
+ /// (e.g. not enough room in ).
///
private bool TryInstallMechanism(Mechanism mechanism)
{
@@ -352,7 +289,7 @@ namespace Content.Server.Body
///
/// Tries to install a into this
- /// , potentially deleting the dropped
+ /// , potentially deleting the dropped
/// .
///
/// The mechanism to install.
@@ -364,21 +301,13 @@ namespace Content.Server.Body
{
if (!TryInstallMechanism(droppedMechanism.ContainedMechanism))
{
- return false; //Installing the mechanism failed for some reason.
+ return false; // Installing the mechanism failed for some reason.
}
droppedMechanism.Owner.Delete();
return true;
}
- ///
- /// Tries to remove the given reference from
- /// this .
- ///
- ///
- /// The newly spawned , or null
- /// if there was an error in spawning the entity or removing the mechanism.
- ///
public bool TryDropMechanism(IEntity dropLocation, Mechanism mechanismTarget,
[NotNullWhen(true)] out DroppedMechanismComponent dropped)
{
@@ -403,11 +332,11 @@ namespace Content.Server.Body
///
/// Tries to destroy the given in this
- /// . Does NOT spawn a dropped entity.
+ /// . Does NOT spawn a dropped entity.
///
///
/// Tries to destroy the given in this
- /// .
+ /// .
///
/// The mechanism to destroy.
/// True if successful, false otherwise.
@@ -421,18 +350,13 @@ namespace Content.Server.Body
return true;
}
- ///
- /// Checks if the given can be used on
- /// the current state of this .
- ///
- /// True if it can be used, false otherwise.
- public bool SurgeryCheck(SurgeryType toolType)
+ public bool SurgeryCheck(SurgeryType surgery)
{
- return SurgeryData.CheckSurgery(toolType);
+ return SurgeryData.CheckSurgery(surgery);
}
///
- /// Attempts to perform surgery on this with the given
+ /// Attempts to perform surgery on this with the given
/// tool.
///
/// True if successful, false if there was an error.
@@ -474,7 +398,7 @@ namespace Content.Server.Body
///
/// Tries to remove the given from this
- /// .
+ /// .
///
/// The mechanism to remove.
/// True if it was removed, false otherwise.
@@ -515,7 +439,7 @@ namespace Content.Server.Body
///
/// Loads the given .
- /// Current data on this will be overwritten!
+ /// Current data on this will be overwritten!
///
protected virtual void LoadFromPrototype(BodyPartPrototype data)
{
diff --git a/Content.Server/Body/BodyPreset.cs b/Content.Server/Body/BodyPreset.cs
index 12e67c53e9..2afc863beb 100644
--- a/Content.Server/Body/BodyPreset.cs
+++ b/Content.Server/Body/BodyPreset.cs
@@ -21,7 +21,7 @@ namespace Content.Server.Body
[ViewVariables] public string Name { get; private set; }
///
- /// Maps a template slot to the ID of the that should
+ /// Maps a template slot to the ID of the that should
/// fill it. E.g. "right arm" : "BodyPart.arm.basic_human".
///
[ViewVariables]
diff --git a/Content.Server/Body/IBodyPart.cs b/Content.Server/Body/IBodyPart.cs
new file mode 100644
index 0000000000..12859fcdf7
--- /dev/null
+++ b/Content.Server/Body/IBodyPart.cs
@@ -0,0 +1,131 @@
+#nullable enable
+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+using Content.Server.Body.Mechanisms;
+using Content.Server.GameObjects.Components.Body;
+using Content.Shared.Body.Part.Properties;
+using Content.Shared.GameObjects.Components.Body;
+using Robust.Shared.Interfaces.GameObjects;
+using Robust.Shared.Maths;
+
+namespace Content.Server.Body
+{
+ public interface IBodyPart
+ {
+ ///
+ /// The body that this body part is currently in, if any.
+ ///
+ IBodyManagerComponent? Body { get; set; }
+
+ ///
+ /// that this is considered
+ /// to be.
+ /// For example, .
+ ///
+ BodyPartType PartType { get; }
+
+ ///
+ /// The name of this , often displayed to the user.
+ /// For example, it could be named "advanced robotic arm".
+ ///
+ public string Name { get; }
+
+ ///
+ /// Plural version of this name.
+ ///
+ public string Plural { get; }
+
+ ///
+ /// Determines many things: how many mechanisms can be fit inside this
+ /// , whether a body can fit through tiny crevices,
+ /// etc.
+ ///
+ int Size { get; }
+
+ ///
+ /// Max HP of this .
+ ///
+ int MaxDurability { get; }
+
+ ///
+ /// Current HP of this based on sum of all damage types.
+ ///
+ int CurrentDurability { get; }
+
+ ///
+ /// Collection of all s currently inside this
+ /// .
+ /// To add and remove from this list see and
+ ///
+ ///
+ IReadOnlyCollection Mechanisms { get; }
+
+ ///
+ /// Path to the RSI that represents this .
+ ///
+ public string RSIPath { get; }
+
+ ///
+ /// RSI state that represents this .
+ ///
+ public string RSIState { get; }
+
+ ///
+ /// RSI map keys that this body part changes on the sprite.
+ ///
+ public Enum? RSIMap { get; set; }
+
+ ///
+ /// RSI color of this body part.
+ ///
+ // TODO: SpriteComponent rework
+ public Color? RSIColor { get; set; }
+
+ bool HasProperty() where T : BodyPartProperty;
+
+ bool HasProperty(Type type);
+
+ bool TryGetProperty([NotNullWhen(true)] out T? property) where T : BodyPartProperty;
+
+ void PreMetabolism(float frameTime);
+
+ void PostMetabolism(float frameTime);
+
+ bool SpawnDropped([NotNullWhen(true)] out IEntity? dropped);
+
+ ///
+ /// Checks if the given can be used on
+ /// the current state of this .
+ ///
+ /// True if it can be used, false otherwise.
+ bool SurgeryCheck(SurgeryType surgery);
+
+ ///
+ /// Checks if another can be connected to this one.
+ ///
+ /// The part to connect.
+ /// True if it can be connected, false otherwise.
+ bool CanAttachPart(IBodyPart part);
+
+ ///
+ /// Checks if a can be installed on this
+ /// .
+ ///
+ /// True if it can be installed, false otherwise.
+ bool CanInstallMechanism(Mechanism mechanism);
+
+ ///
+ /// Tries to remove the given reference from
+ /// this .
+ ///
+ ///
+ /// The newly spawned , or null
+ /// if there was an error in spawning the entity or removing the mechanism.
+ ///
+ bool TryDropMechanism(IEntity dropLocation, Mechanism mechanismTarget,
+ [NotNullWhen(true)] out DroppedMechanismComponent dropped);
+
+ bool DestroyMechanism(Mechanism mechanism);
+ }
+}
diff --git a/Content.Server/Body/IBodyPartContainer.cs b/Content.Server/Body/IBodyPartContainer.cs
index fdc4c402e9..f47d9b4657 100644
--- a/Content.Server/Body/IBodyPartContainer.cs
+++ b/Content.Server/Body/IBodyPartContainer.cs
@@ -7,11 +7,11 @@ namespace Content.Server.Body
/// Making a class inherit from this interface allows you to do many things with
/// it in the class.
/// This includes passing it as an argument to a
- /// delegate, as to later typecast it back
- /// to the original class type.
- /// Every BodyPart also needs an to be its parent
- /// (i.e. the holds many ,
- /// each of which have an upward reference to it).
+ /// delegate, as to later typecast
+ /// it back to the original class type.
+ /// Every BodyPart also needs an to be
+ /// its parent (i.e. the holds many
+ /// , each of which have an upward reference to it).
///
public interface IBodyPartContainer
{
diff --git a/Content.Server/Body/Mechanisms/Behaviors/MechanismBehavior.cs b/Content.Server/Body/Mechanisms/Behaviors/MechanismBehavior.cs
index 77c3d5e982..54f1e97384 100644
--- a/Content.Server/Body/Mechanisms/Behaviors/MechanismBehavior.cs
+++ b/Content.Server/Body/Mechanisms/Behaviors/MechanismBehavior.cs
@@ -70,7 +70,7 @@ namespace Content.Server.Body.Mechanisms.Behaviors
}
///
- /// Called when the containing is attached to a
+ /// Called when the containing is attached to a
/// .
/// For instance, attaching a head to a body will call this on the brain inside.
///
@@ -82,7 +82,7 @@ namespace Content.Server.Body.Mechanisms.Behaviors
///
/// Called when the parent is
- /// installed into a .
+ /// installed into a .
/// For instance, putting a brain into an empty head.
///
public void InstalledIntoPart()
@@ -92,22 +92,22 @@ namespace Content.Server.Body.Mechanisms.Behaviors
}
///
- /// Called when the containing is removed from a
+ /// Called when the containing is removed from a
/// .
/// For instance, cutting off ones head will call this on the brain inside.
///
- public void RemovedFromBody(BodyManagerComponent old)
+ public void RemovedFromBody(IBodyManagerComponent old)
{
OnRemovedFromBody(old);
TryRemoveNetwork(old);
}
///
- /// Called when the parent is removed from a
- /// .
+ /// Called when the parent is
+ /// removed from a .
/// For instance, taking a brain out of ones head.
///
- public void RemovedFromPart(BodyPart old)
+ public void RemovedFromPart(IBodyPart old)
{
OnRemovedFromPart(old);
TryRemoveNetwork(old.Body);
@@ -121,7 +121,7 @@ namespace Content.Server.Body.Mechanisms.Behaviors
}
}
- private void TryRemoveNetwork(BodyManagerComponent? body)
+ private void TryRemoveNetwork(IBodyManagerComponent? body)
{
if (Network != null)
{
@@ -137,7 +137,7 @@ namespace Content.Server.Body.Mechanisms.Behaviors
protected virtual void OnRemove() { }
///
- /// Called when the containing is attached to a
+ /// Called when the containing is attached to a
/// .
/// For instance, attaching a head to a body will call this on the brain inside.
///
@@ -145,24 +145,24 @@ namespace Content.Server.Body.Mechanisms.Behaviors
///
/// Called when the parent is
- /// installed into a .
+ /// installed into a .
/// For instance, putting a brain into an empty head.
///
protected virtual void OnInstalledIntoPart() { }
///
- /// Called when the containing is removed from a
+ /// Called when the containing is removed from a
/// .
/// For instance, cutting off ones head will call this on the brain inside.
///
- protected virtual void OnRemovedFromBody(BodyManagerComponent old) { }
+ protected virtual void OnRemovedFromBody(IBodyManagerComponent old) { }
///
- /// Called when the parent is removed from a
- /// .
+ /// Called when the parent is
+ /// removed from a .
/// For instance, taking a brain out of ones head.
///
- protected virtual void OnRemovedFromPart(BodyPart old) { }
+ protected virtual void OnRemovedFromPart(IBodyPart old) { }
///
/// Called every update when this behavior is connected to a
diff --git a/Content.Server/Body/Mechanisms/Mechanism.cs b/Content.Server/Body/Mechanisms/Mechanism.cs
index 9c88b0425b..1dfaf0ee67 100644
--- a/Content.Server/Body/Mechanisms/Mechanism.cs
+++ b/Content.Server/Body/Mechanisms/Mechanism.cs
@@ -12,13 +12,13 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.Body.Mechanisms
{
///
- /// Data class representing a persistent item inside a .
+ /// Data class representing a persistent item inside a .
/// This includes livers, eyes, cameras, brains, explosive implants,
/// binary communicators, and other things.
///
public class Mechanism
{
- private BodyPart? _part;
+ private IBodyPart? _part;
public Mechanism(MechanismPrototype data)
{
@@ -91,13 +91,13 @@ namespace Content.Server.Body.Mechanisms
///
/// Determines a handful of things - mostly whether this
- /// can fit into a .
+ /// can fit into a .
///
[ViewVariables]
public int Size { get; set; }
///
- /// What kind of this can be
+ /// What kind of this can be
/// easily installed into.
///
[ViewVariables]
@@ -109,9 +109,9 @@ namespace Content.Server.Body.Mechanisms
[ViewVariables]
private List Behaviors { get; }
- public BodyManagerComponent? Body => Part?.Body;
+ public IBodyManagerComponent? Body => Part?.Body;
- public BodyPart? Part
+ public IBodyPart? Part
{
get => _part;
set
@@ -202,7 +202,7 @@ namespace Content.Server.Body.Mechanisms
}
}
- public void RemovedFromBody(BodyManagerComponent old)
+ public void RemovedFromBody(IBodyManagerComponent old)
{
foreach (var behavior in Behaviors)
{
@@ -211,7 +211,7 @@ namespace Content.Server.Body.Mechanisms
}
///
- /// This method is called by before
+ /// This method is called by before
/// is called.
///
public void PreMetabolism(float frameTime)
@@ -223,7 +223,7 @@ namespace Content.Server.Body.Mechanisms
}
///
- /// This method is called by after
+ /// This method is called by after
/// is called.
///
public void PostMetabolism(float frameTime)
diff --git a/Content.Server/Body/Surgery/BiologicalSurgeryData.cs b/Content.Server/Body/Surgery/BiologicalSurgeryData.cs
index 37fbb57b29..f1bff3a145 100644
--- a/Content.Server/Body/Surgery/BiologicalSurgeryData.cs
+++ b/Content.Server/Body/Surgery/BiologicalSurgeryData.cs
@@ -23,7 +23,7 @@ namespace Content.Server.Body.Surgery
private bool _skinRetracted;
private bool _vesselsClamped;
- public BiologicalSurgeryData(BodyPart parent) : base(parent) { }
+ public BiologicalSurgeryData(IBodyPart parent) : base(parent) { }
protected override SurgeryAction? GetSurgeryStep(SurgeryType toolType)
{
@@ -123,7 +123,7 @@ namespace Content.Server.Body.Surgery
return _skinOpened && _vesselsClamped && _skinRetracted;
}
- public override bool CanAttachBodyPart(BodyPart part)
+ public override bool CanAttachBodyPart(IBodyPart part)
{
return true;
// TODO: if a bodypart is disconnected, you should have to do some surgery to allow another bodypart to be attached.
@@ -216,8 +216,7 @@ namespace Content.Server.Body.Surgery
}
}
- private void RemoveOrganSurgeryCallback(Mechanism target, IBodyPartContainer container,
- ISurgeon surgeon,
+ private void RemoveOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer)
{
if (target == null || !Parent.Mechanisms.Contains(target))
diff --git a/Content.Server/Body/Surgery/SurgeryData.cs b/Content.Server/Body/Surgery/SurgeryData.cs
index a4274d0042..48b7d265da 100644
--- a/Content.Server/Body/Surgery/SurgeryData.cs
+++ b/Content.Server/Body/Surgery/SurgeryData.cs
@@ -6,7 +6,7 @@ using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.Body.Surgery
{
///
- /// This data class represents the state of a in regards to everything surgery related -
+ /// This data class represents the state of a in regards to everything surgery related -
/// whether there's an incision on it, whether the bone is broken, etc.
///
public abstract class SurgeryData
@@ -14,40 +14,40 @@ namespace Content.Server.Body.Surgery
protected delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
///
- /// The this surgeryData is attached to.
+ /// The this surgeryData is attached to.
/// The class should not exist without a
- /// that it represents, and will throw errors if it
+ /// that it represents, and will throw errors if it
/// is null.
///
- protected readonly BodyPart Parent;
+ protected readonly IBodyPart Parent;
- protected SurgeryData(BodyPart parent)
+ protected SurgeryData(IBodyPart parent)
{
Parent = parent;
}
///
- /// The of the parent .
+ /// The of the parent .
///
protected BodyPartType ParentType => Parent.PartType;
///
- /// Returns the description of this current to be shown
+ /// Returns the description of this current to be shown
/// upon observing the given entity.
///
public abstract string GetDescription(IEntity target);
///
/// Returns whether a can be installed into the
- /// this represents.
+ /// this represents.
///
public abstract bool CanInstallMechanism(Mechanism mechanism);
///
- /// Returns whether the given can be connected to the
- /// this represents.
+ /// Returns whether the given can be connected to the
+ /// this represents.
///
- public abstract bool CanAttachBodyPart(BodyPart part);
+ public abstract bool CanAttachBodyPart(IBodyPart part);
///
/// Gets the delegate corresponding to the surgery step using the given
diff --git a/Content.Server/GameObjects/Components/Body/BodyManagerComponent.cs b/Content.Server/GameObjects/Components/Body/BodyManagerComponent.cs
index e5154a9d93..c7e658e2b9 100644
--- a/Content.Server/GameObjects/Components/Body/BodyManagerComponent.cs
+++ b/Content.Server/GameObjects/Components/Body/BodyManagerComponent.cs
@@ -8,7 +8,6 @@ using Content.Server.Body.Network;
using Content.Server.GameObjects.Components.Metabolism;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects.Components.Interaction;
-using Content.Server.Mobs;
using Content.Server.Observer;
using Content.Shared.Body.Part;
using Content.Shared.Body.Part.Properties.Movement;
@@ -34,13 +33,14 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body
{
///
- /// Component representing a collection of
+ /// Component representing a collection of
/// attached to each other.
///
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
[ComponentReference(typeof(ISharedBodyManagerComponent))]
- public class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput
+ [ComponentReference(typeof(IBodyManagerComponent))]
+ public class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput, IBodyManagerComponent
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IBodyNetworkFactory _bodyNetworkFactory = default!;
@@ -48,38 +48,28 @@ namespace Content.Server.GameObjects.Components.Body
[ViewVariables] private string _presetName = default!;
- private readonly Dictionary _parts = new Dictionary();
+ private readonly Dictionary _parts = new Dictionary();
[ViewVariables] private readonly Dictionary _networks = new Dictionary();
///
- /// All with
+ /// All with
/// that are currently affecting move speed, mapped to how big that leg
/// they're on is.
///
[ViewVariables]
- private readonly Dictionary _activeLegs = new Dictionary();
+ private readonly Dictionary _activeLegs = new Dictionary();
+
+ [ViewVariables] public BodyTemplate Template { get; private set; } = default!;
+
+ [ViewVariables] public BodyPreset Preset { get; private set; } = default!;
///
- /// The that this
- /// is adhering to.
- ///
- [ViewVariables]
- public BodyTemplate Template { get; private set; } = default!;
-
- ///
- /// The that this
- /// is adhering to.
- ///
- [ViewVariables]
- public BodyPreset Preset { get; private set; } = default!;
-
- ///
- /// Maps slot name to the
+ /// Maps slot name to the
/// object filling it (if there is one).
///
[ViewVariables]
- public IReadOnlyDictionary Parts => _parts;
+ public IReadOnlyDictionary Parts => _parts;
///
/// List of all slots in this body, taken from the keys of
@@ -171,7 +161,7 @@ namespace Content.Server.GameObjects.Components.Body
// Add a new BodyPart with the BodyPartPrototype as a baseline to our
// BodyComponent.
var addedPart = new BodyPart(newPartData);
- AddBodyPart(addedPart, slotName);
+ TryAddPart(slotName, addedPart);
}
OnBodyChanged(); // TODO: Duplicate code
@@ -180,8 +170,8 @@ namespace Content.Server.GameObjects.Components.Body
///
/// Changes the current to the given
/// .
- /// Attempts to keep previous if there is a slot for
- /// them in both .
+ /// Attempts to keep previous if there is a
+ /// slot for them in both .
///
public void ChangeBodyTemplate(BodyTemplatePrototype newTemplate)
{
@@ -280,10 +270,10 @@ namespace Content.Server.GameObjects.Components.Body
foreach (var (key, value) in _activeLegs)
{
- if (key.TryGetProperty(out LegProperty legProperty))
+ if (key.TryGetProperty(out LegProperty? leg))
{
// Speed of a leg = base speed * (1+log1024(leg length))
- speedSum += legProperty.Speed * (1 + (float) Math.Log(value, 1024.0));
+ speedSum += leg.Speed * (1 + (float) Math.Log(value, 1024.0));
}
}
@@ -321,11 +311,11 @@ namespace Content.Server.GameObjects.Components.Body
///
/// Recursively searches for if is connected to
/// the center. Not efficient (O(n^2)), but most bodies don't have a ton
- /// of s.
+ /// of s.
///
/// The body part to find the center for.
/// True if it is connected to the center, false otherwise.
- private bool ConnectedToCenterPart(BodyPart target)
+ private bool ConnectedToCenterPart(IBodyPart target)
{
var searchedSlots = new List();
@@ -335,9 +325,7 @@ namespace Content.Server.GameObjects.Components.Body
private bool ConnectedToCenterPartRecursion(ICollection searchedSlots, string slotName)
{
- TryGetBodyPart(slotName, out var part);
-
- if (part == null)
+ if (!TryGetBodyPart(slotName, out var part))
{
return false;
}
@@ -367,14 +355,14 @@ namespace Content.Server.GameObjects.Components.Body
}
///
- /// Finds the central , if any, of this body based on
+ /// Finds the central , if any, of this body based on
/// the . For humans, this is the torso.
///
/// The if one exists, null otherwise.
- private BodyPart? GetCenterBodyPart()
+ private IBodyPart? GetCenterBodyPart()
{
Parts.TryGetValue(Template.CenterSlot, out var center);
- return center!;
+ return center;
}
///
@@ -387,29 +375,31 @@ namespace Content.Server.GameObjects.Components.Body
}
///
- /// Finds the in the given if
+ /// Finds the in the given if
/// one exists.
///
/// The slot to search in.
/// The body part in that slot, if any.
/// True if found, false otherwise.
- private bool TryGetBodyPart(string slotName, [NotNullWhen(true)] out BodyPart result)
+ private bool TryGetBodyPart(string slotName, [NotNullWhen(true)] out IBodyPart? result)
{
return Parts.TryGetValue(slotName, out result!);
}
///
- /// Finds the slotName that the given resides in.
+ /// Finds the slotName that the given resides in.
///
- /// The to find the slot for.
+ /// The to find the slot for.
/// The slot found, if any.
/// True if a slot was found, false otherwise
- private bool TryGetSlotName(BodyPart part, [NotNullWhen(true)] out string result)
+ private bool TryGetSlotName(IBodyPart part, [NotNullWhen(true)] out string 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.
- result = Parts.FirstOrDefault(x => x.Value == part).Key;
- return result != null;
+ var pair = Parts.FirstOrDefault(x => x.Value == part);
+ result = pair.Key;
+
+ return !pair.Equals(default);
}
///
@@ -448,7 +438,7 @@ namespace Content.Server.GameObjects.Components.Body
/// True if successful, false if there was an error or no connected
/// s were found.
///
- public bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List result)
+ public bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List result)
{
result = null!;
@@ -457,7 +447,7 @@ namespace Content.Server.GameObjects.Components.Body
return false;
}
- var toReturn = new List();
+ var toReturn = new List();
foreach (var connection in connections)
{
if (TryGetBodyPart(connection, out var bodyPartResult))
@@ -481,9 +471,9 @@ namespace Content.Server.GameObjects.Components.Body
///
///
/// True if successful, false if there was an error or no connected
- /// s were found.
+ /// s were found.
///
- private bool TryGetBodyPartConnections(BodyPart part, [NotNullWhen(true)] out List result)
+ private bool TryGetBodyPartConnections(IBodyPart part, [NotNullWhen(true)] out List result)
{
result = null!;
@@ -492,11 +482,11 @@ namespace Content.Server.GameObjects.Components.Body
}
///
- /// Grabs all of the given type in this body.
+ /// Grabs all of the given type in this body.
///
- public List GetBodyPartsOfType(BodyPartType type)
+ public List GetBodyPartsOfType(BodyPartType type)
{
- var toReturn = new List();
+ var toReturn = new List();
foreach (var part in Parts.Values)
{
@@ -509,32 +499,6 @@ namespace Content.Server.GameObjects.Components.Body
return toReturn;
}
- ///
- /// Installs the given into the given slot.
- ///
- /// True if successful, false otherwise.
- public bool InstallBodyPart(BodyPart part, string slotName)
- {
- DebugTools.AssertNotNull(part);
-
- // Make sure the given slot exists
- if (!SlotExists(slotName))
- {
- return false;
- }
-
- // And that nothing is in it
- if (TryGetBodyPart(slotName, out _))
- {
- return false;
- }
-
- AddBodyPart(part, slotName); // TODO: Sort this duplicate out
- OnBodyChanged();
-
- return true;
- }
-
///
/// Installs the given into the
/// given slot, deleting the afterwards.
@@ -544,7 +508,7 @@ namespace Content.Server.GameObjects.Components.Body
{
DebugTools.AssertNotNull(part);
- if (!InstallBodyPart(part.ContainedBodyPart, slotName))
+ if (!TryAddPart(slotName, part.ContainedBodyPart))
{
return false;
}
@@ -554,15 +518,15 @@ namespace Content.Server.GameObjects.Components.Body
}
///
- /// Disconnects the given reference, potentially
- /// dropping other BodyParts if they were hanging
+ /// Disconnects the given reference, potentially
+ /// dropping other BodyParts if they were hanging
/// off of it.
///
///
/// The representing the dropped
- /// , or null if none was dropped.
+ /// , or null if none was dropped.
///
- public IEntity? DropPart(BodyPart part)
+ public IEntity? DropPart(IBodyPart part)
{
DebugTools.AssertNotNull(part);
@@ -596,11 +560,11 @@ namespace Content.Server.GameObjects.Components.Body
}
///
- /// Disconnects the given reference, potentially
- /// dropping other BodyParts if they were hanging
+ /// Disconnects the given reference, potentially
+ /// dropping other BodyParts if they were hanging
/// off of it.
///
- public void DisconnectBodyPart(BodyPart part, bool dropEntity)
+ public void DisconnectBodyPart(IBodyPart part, bool dropEntity)
{
DebugTools.AssertNotNull(part);
@@ -640,12 +604,7 @@ namespace Content.Server.GameObjects.Components.Body
{
DebugTools.AssertNotNull(slotName);
- if (!TryGetBodyPart(slotName, out var part))
- {
- return;
- }
-
- if (part == null)
+ if (!HasPart(slotName))
{
return;
}
@@ -666,27 +625,47 @@ namespace Content.Server.GameObjects.Components.Body
OnBodyChanged();
}
- private void AddBodyPart(BodyPart part, string slotName)
+ public bool TryAddPart(string slot, IBodyPart part, bool force = false)
{
DebugTools.AssertNotNull(part);
- DebugTools.AssertNotNull(slotName);
+ DebugTools.AssertNotNull(slot);
- _parts.Add(slotName, part);
+ // 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, slotName);
+ var argsAdded = new BodyPartAddedEventArgs(part, slot);
foreach (var component in Owner.GetAllComponents().ToArray())
{
component.BodyPartAdded(argsAdded);
}
- if (!Template.Layers.TryGetValue(slotName, out var partMap) ||
+ // 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;
+ return false;
}
part.RSIMap = partEnum;
@@ -712,6 +691,13 @@ namespace Content.Server.GameObjects.Components.Body
SendNetworkMessage(mechanismMessage);
}
+
+ return true;
+ }
+
+ public bool HasPart(string slot)
+ {
+ return _parts.ContainsKey(slot);
}
///
@@ -720,7 +706,7 @@ namespace Content.Server.GameObjects.Components.Body
///
/// The slot to remove it from.
///
- /// Whether or not to drop the removed .
+ /// Whether or not to drop the removed .
///
///
private bool RemoveBodyPart(string slotName, bool drop)
@@ -780,17 +766,20 @@ namespace Content.Server.GameObjects.Components.Body
/// The part to remove from this body.
/// The slot that the part was in, if any.
/// True if was removed, false otherwise.
- private bool RemoveBodyPart(BodyPart part, [NotNullWhen(true)] out string slotName)
+ private bool RemoveBodyPart(IBodyPart part, [NotNullWhen(true)] out string? slotName)
{
DebugTools.AssertNotNull(part);
- slotName = _parts.FirstOrDefault(pair => pair.Value == part).Key;
+ var pair = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
- if (slotName == null)
+ if (pair.Equals(default))
{
+ slotName = null;
return false;
}
+ slotName = pair.Key;
+
return RemoveBodyPart(slotName, false);
}
@@ -804,13 +793,13 @@ namespace Content.Server.GameObjects.Components.Body
if (_networks.ContainsKey(network.GetType()))
{
- return false;
+ return true;
}
_networks.Add(network.GetType(), network);
network.OnAdd(Owner);
- return true;
+ return false;
}
///
@@ -844,62 +833,21 @@ namespace Content.Server.GameObjects.Components.Body
return EnsureNetwork(typeof(T));
}
- ///
- /// Attempts to add a of the given name to
- /// this body.
- ///
- ///
- /// True if successful, false if there was an error
- /// (such as passing in an invalid type or a network of that type already
- /// existing).
- ///
- private bool EnsureNetwork(string networkName)
+ public void RemoveNetwork(Type networkType)
{
- DebugTools.AssertNotNull(networkName);
+ DebugTools.AssertNotNull(networkType);
- var network = _bodyNetworkFactory.GetNetwork(networkName);
- return EnsureNetwork(network);
- }
-
- ///
- /// Removes the of the given type in this body,
- /// if there is one.
- ///
- /// The type of the network to remove.
- public void RemoveNetwork(Type type)
- {
- DebugTools.AssertNotNull(type);
-
- if (_networks.Remove(type, out var network))
+ if (_networks.Remove(networkType, out var network))
{
network.OnRemove();
}
}
- ///
- /// Removes the of the given type in this body,
- /// if one exists.
- ///
- /// The type of the network to remove.
public void RemoveNetwork() where T : BodyNetwork
{
RemoveNetwork(typeof(T));
}
- ///
- /// Removes the with the given name in this body,
- /// if there is one.
- ///
- private void RemoveNetwork(string networkName)
- {
- var type = _bodyNetworkFactory.GetNetwork(networkName).GetType();
-
- if (_networks.Remove(type, out var network))
- {
- network.OnRemove();
- }
- }
-
///
/// Attempts to get the of the given type in this body.
///
@@ -924,7 +872,7 @@ namespace Content.Server.GameObjects.Components.Body
/// a foot node from the given node. It can
/// only search through BodyParts with .
///
- private static float DistanceToNearestFoot(BodyManagerComponent body, BodyPart source)
+ private static float DistanceToNearestFoot(BodyManagerComponent body, IBodyPart source)
{
if (source.HasProperty() && source.TryGetProperty(out var property))
{
@@ -934,7 +882,8 @@ namespace Content.Server.GameObjects.Components.Body
return LookForFootRecursion(body, source, new List());
}
- private static float LookForFootRecursion(BodyManagerComponent body, BodyPart current,
+ // TODO: Make this not static and not keep me up at night
+ private static float LookForFootRecursion(BodyManagerComponent body, IBodyPart current,
ICollection searchedParts)
{
if (!current.TryGetProperty(out var extProperty))
diff --git a/Content.Server/GameObjects/Components/Body/BodyScannerComponent.cs b/Content.Server/GameObjects/Components/Body/BodyScannerComponent.cs
index dfc1cb5198..343d4cff5e 100644
--- a/Content.Server/GameObjects/Components/Body/BodyScannerComponent.cs
+++ b/Content.Server/GameObjects/Components/Body/BodyScannerComponent.cs
@@ -56,7 +56,7 @@ namespace Content.Server.GameObjects.Components.Body
///
/// Copy BodyTemplate and BodyPart data into a common data class that the client can read.
///
- private BodyScannerInterfaceState InterfaceState(BodyTemplate template, IReadOnlyDictionary bodyParts)
+ private BodyScannerInterfaceState InterfaceState(BodyTemplate template, IReadOnlyDictionary bodyParts)
{
var partsData = new Dictionary();
diff --git a/Content.Server/GameObjects/Components/Body/DroppedBodyPartComponent.cs b/Content.Server/GameObjects/Components/Body/DroppedBodyPartComponent.cs
index f7fb29c6e7..d917459671 100644
--- a/Content.Server/GameObjects/Components/Body/DroppedBodyPartComponent.cs
+++ b/Content.Server/GameObjects/Components/Body/DroppedBodyPartComponent.cs
@@ -101,7 +101,7 @@ namespace Content.Server.GameObjects.Components.Body
foreach (var connectedPart in parts)
{
- if (!connectedPart.CanAttachBodyPart(ContainedBodyPart))
+ if (!connectedPart.CanAttachPart(ContainedBodyPart))
{
continue;
}
diff --git a/Content.Server/GameObjects/Components/Body/IBodyManagerComponent.cs b/Content.Server/GameObjects/Components/Body/IBodyManagerComponent.cs
new file mode 100644
index 0000000000..26414eefa4
--- /dev/null
+++ b/Content.Server/GameObjects/Components/Body/IBodyManagerComponent.cs
@@ -0,0 +1,67 @@
+using System;
+using Content.Server.Body;
+using Content.Server.Body.Network;
+using Content.Shared.GameObjects.Components.Body;
+
+namespace Content.Server.GameObjects.Components.Body
+{
+ // TODO: Merge with ISharedBodyManagerComponent
+ public interface IBodyManagerComponent : ISharedBodyManagerComponent
+ {
+ ///
+ /// The that this
+ /// is adhering to.
+ ///
+ public BodyTemplate Template { get; }
+
+ ///
+ /// The that this
+ /// is adhering to.
+ ///
+ public BodyPreset Preset { get; }
+
+ ///
+ /// Installs the given into the given slot.
+ ///
+ /// True if successful, false otherwise.
+ bool TryAddPart(string slot, IBodyPart part, bool force = false);
+
+ bool HasPart(string slot);
+
+ ///
+ /// Ensures that this body has the specified network.
+ ///
+ /// The type of the network to ensure.
+ ///
+ /// True if the network already existed, false if it had to be created.
+ ///
+ bool EnsureNetwork() where T : BodyNetwork;
+
+ ///
+ /// Ensures that this body has the specified network.
+ ///
+ /// The type of the network to ensure.
+ ///
+ /// True if the network already existed, false if it had to be created.
+ ///
+ bool EnsureNetwork(Type networkType);
+
+ ///
+ /// Removes the of the given type in this body,
+ /// if one exists.
+ ///
+ /// The type of the network to remove.
+ void RemoveNetwork() where T : BodyNetwork;
+
+ ///
+ /// Removes the of the given type in this body,
+ /// if there is one.
+ ///
+ /// The type of the network to remove.
+ void RemoveNetwork(Type networkType);
+
+ void PreMetabolism(float frameTime);
+
+ void PostMetabolism(float frameTime);
+ }
+}
diff --git a/Content.Server/GameObjects/Components/Medical/HealingComponent.cs b/Content.Server/GameObjects/Components/Medical/HealingComponent.cs
index 0b751e24c4..8768acc071 100644
--- a/Content.Server/GameObjects/Components/Medical/HealingComponent.cs
+++ b/Content.Server/GameObjects/Components/Medical/HealingComponent.cs
@@ -1,4 +1,5 @@
using System.Collections.Generic;
+using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Body;
diff --git a/Content.Server/Interfaces/GameObjects/Components/Interaction/IBodyPartAdded.cs b/Content.Server/Interfaces/GameObjects/Components/Interaction/IBodyPartAdded.cs
index f261d6edc5..d18fe596ee 100644
--- a/Content.Server/Interfaces/GameObjects/Components/Interaction/IBodyPartAdded.cs
+++ b/Content.Server/Interfaces/GameObjects/Components/Interaction/IBodyPartAdded.cs
@@ -14,13 +14,13 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
public class BodyPartAddedEventArgs : EventArgs
{
- public BodyPartAddedEventArgs(BodyPart part, string slotName)
+ public BodyPartAddedEventArgs(IBodyPart part, string slotName)
{
Part = part;
SlotName = slotName;
}
- public BodyPart Part { get; }
+ public IBodyPart Part { get; }
public string SlotName { get; }
}
@@ -36,13 +36,13 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
public class BodyPartRemovedEventArgs : EventArgs
{
- public BodyPartRemovedEventArgs(BodyPart part, string slotName)
+ public BodyPartRemovedEventArgs(IBodyPart part, string slotName)
{
Part = part;
SlotName = slotName;
}
- public BodyPart Part { get; }
+ public IBodyPart Part { get; }
public string SlotName { get; }
}