Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -4,6 +4,8 @@ using Content.Server.GameObjects.Components.GUI;
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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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using Content.Shared.Damage;
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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.Buckle;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -182,7 +184,7 @@ namespace Content.IntegrationTests.Tests
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BuckleComponent buckle = null;
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StrapComponent strap = null;
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HandsComponent hands = null;
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IDamageableComponent humanDamageable = null;
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IBody body = null;
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server.Assert(() =>
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{
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@@ -208,7 +210,7 @@ namespace Content.IntegrationTests.Tests
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Assert.True(human.TryGetComponent(out buckle));
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Assert.True(chair.TryGetComponent(out strap));
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Assert.True(human.TryGetComponent(out hands));
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Assert.True(human.TryGetComponent(out humanDamageable));
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Assert.True(human.TryGetBody(out body));
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// Buckle
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Assert.True(buckle.TryBuckle(human, chair));
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@@ -239,8 +241,13 @@ namespace Content.IntegrationTests.Tests
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Assert.NotNull(hands.GetItem(slot));
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}
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// Banish our guy into the shadow realm
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humanDamageable.ChangeDamage(DamageClass.Brute, 1000000, true);
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var legs = body.GetPartsOfType(BodyPartType.Leg);
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// Break our guy's kneecaps
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foreach (var leg in legs)
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{
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body.RemovePart(leg, false);
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}
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});
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server.RunTicks(10);
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