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
This commit is contained in:
DrSmugleaf
2020-10-10 15:25:13 +02:00
committed by GitHub
parent 73c730d06c
commit dd385a0511
165 changed files with 4232 additions and 4650 deletions

View File

@@ -1,8 +1,7 @@
#nullable enable
using System.Collections.Generic;
using Content.Server.Body;
using Content.Server.Utility;
using Content.Shared.Body.Scanner;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Scanner;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
@@ -14,27 +13,32 @@ namespace Content.Server.GameObjects.Components.Body
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class BodyScannerComponent : Component, IActivate
[ComponentReference(typeof(SharedBodyScannerComponent))]
public class BodyScannerComponent : SharedBodyScannerComponent, IActivate
{
public sealed override string Name => "BodyScanner";
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(BodyScannerUiKey.Key);
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor) ||
actor.playerSession.AttachedEntity == null)
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
if (actor.playerSession.AttachedEntity.TryGetComponent(out BodyManagerComponent? attempt))
var session = actor.playerSession;
if (session.AttachedEntity == null)
{
var state = InterfaceState(attempt.Template, attempt.Parts);
return;
}
if (session.AttachedEntity.TryGetComponent(out IBody? body))
{
var state = InterfaceState(body);
UserInterface?.SetState(state);
}
UserInterface?.Open(actor.playerSession);
UserInterface?.Open(session);
}
public override void Initialize()
@@ -56,29 +60,9 @@ namespace Content.Server.GameObjects.Components.Body
/// <summary>
/// Copy BodyTemplate and BodyPart data into a common data class that the client can read.
/// </summary>
private BodyScannerInterfaceState InterfaceState(BodyTemplate template, IReadOnlyDictionary<string, IBodyPart> bodyParts)
private BodyScannerUIState InterfaceState(IBody body)
{
var partsData = new Dictionary<string, BodyScannerBodyPartData>();
foreach (var (slotName, part) in bodyParts)
{
var mechanismData = new List<BodyScannerMechanismData>();
foreach (var mechanism in part.Mechanisms)
{
mechanismData.Add(new BodyScannerMechanismData(mechanism.Name, mechanism.Description,
mechanism.RSIPath,
mechanism.RSIState, mechanism.MaxDurability, mechanism.CurrentDurability));
}
partsData.Add(slotName,
new BodyScannerBodyPartData(part.Name, part.RSIPath, part.RSIState, part.MaxDurability,
part.CurrentDurability, mechanismData));
}
var templateData = new BodyScannerTemplateData(template.Name, template.Slots);
return new BodyScannerInterfaceState(partsData, templateData);
return new BodyScannerUIState(body.Owner.Uid);
}
}
}