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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#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class MechanismBehaviorComponent : Component, IMechanismBehavior
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{
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public IBody? Body => Part?.Body;
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public IBodyPart? Part => Mechanism?.Part;
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public IMechanism? Mechanism => Owner.GetComponentOrNull<IMechanism>();
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public abstract void Update(float frameTime);
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head to a body will call this on the brain inside.
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/// </summary>
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public void AddedToBody()
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{
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OnAddedToBody();
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}
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// added into a <see cref="IBodyPart"/>.
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/// For instance, putting a brain into an empty head.
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/// </summary>
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public void AddedToPart()
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{
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OnAddedToPart();
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}
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, cutting off ones head will call this on the brain inside.
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/// </summary>
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public void RemovedFromBody(IBody old)
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{
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OnRemovedFromBody(old);
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}
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// removed from a <see cref="IBodyPart"/>.
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/// For instance, taking a brain out of ones head.
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/// </summary>
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public void RemovedFromPart(IBodyPart old)
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{
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OnRemovedFromPart(old);
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}
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head to a body will call this on the brain inside.
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/// </summary>
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protected virtual void OnAddedToBody() { }
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// added into a <see cref="IBodyPart"/>.
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/// For instance, putting a brain into an empty head.
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/// </summary>
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protected virtual void OnAddedToPart() { }
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, cutting off ones head will call this on the brain inside.
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/// </summary>
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protected virtual void OnRemovedFromBody(IBody old) { }
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// removed from a <see cref="IBodyPart"/>.
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/// For instance, taking a brain out of ones head.
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/// </summary>
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protected virtual void OnRemovedFromPart(IBodyPart old) { }
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}
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}
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