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

@@ -101,7 +101,7 @@ namespace Content.Server.GameObjects.Components.Doors
/// Whether something is currently using a welder on this so DoAfter isn't spammed.
/// </summary>
private bool _beingWelded = false;
[ViewVariables(VVAccess.ReadWrite)]
private bool _canCrush = true;
@@ -147,7 +147,7 @@ namespace Content.Server.GameObjects.Components.Doors
// Disabled because it makes it suck hard to walk through double doors.
if (entity.HasComponent<ISharedBodyManagerComponent>())
if (entity.HasComponent<IBody>())
{
if (!entity.TryGetComponent<IMoverComponent>(out var mover)) return;
@@ -315,7 +315,7 @@ namespace Content.Server.GameObjects.Components.Doors
damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner);
stun.Paralyze(DoorStunTime);
// If we hit someone, open up after stun (opens right when stun ends)
Timer.Spawn(TimeSpan.FromSeconds(DoorStunTime) - OpenTimeOne - OpenTimeTwo, Open);
break;
@@ -479,7 +479,7 @@ namespace Content.Server.GameObjects.Components.Doors
if (_beingWelded)
return false;
_beingWelded = true;
if (!await tool.UseTool(eventArgs.User, Owner, 3f, ToolQuality.Welding, 3f, () => _canWeldShut))
@@ -487,7 +487,7 @@ namespace Content.Server.GameObjects.Components.Doors
_beingWelded = false;
return false;
}
_beingWelded = false;
IsWeldedShut ^= true;
return true;