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 System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Surgery;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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public abstract class SharedBodyPartComponent : Component, IBodyPart
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{
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public override string Name => "BodyPart";
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public override uint? NetID => ContentNetIDs.BODY_PART;
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private IBody? _body;
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// TODO BODY Remove
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private List<string> _mechanismIds = new List<string>();
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public IReadOnlyList<string> MechanismIds => _mechanismIds;
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[ViewVariables]
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private HashSet<IMechanism> _mechanisms = new HashSet<IMechanism>();
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[ViewVariables]
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public IBody? Body
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{
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get => _body;
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set
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{
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if (_body == value)
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{
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return;
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}
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var old = _body;
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_body = value;
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if (value != null)
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{
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foreach (var mechanism in _mechanisms)
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{
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mechanism.OnBodyAdd(old, value);
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}
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}
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else if (old != null)
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{
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foreach (var mechanism in _mechanisms)
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{
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mechanism.OnBodyRemove(old);
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}
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}
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}
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}
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[ViewVariables] public BodyPartType PartType { get; private set; }
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[ViewVariables] public string Plural { get; private set; } = string.Empty;
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[ViewVariables] public int Size { get; private set; }
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[ViewVariables] public int SizeUsed { get; private set; }
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// TODO BODY size used
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// TODO BODY surgerydata
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/// <summary>
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/// What types of BodyParts this <see cref="IBodyPart"/> can easily attach to.
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/// For the most part, most limbs aren't universal and require extra work to
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/// attach between types.
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/// </summary>
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[ViewVariables]
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public BodyPartCompatibility Compatibility { get; private set; }
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/// <summary>
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/// Set of all <see cref="IMechanism"/> currently inside this
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/// <see cref="IBodyPart"/>.
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/// </summary>
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[ViewVariables]
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public IReadOnlyCollection<IMechanism> Mechanisms => _mechanisms;
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// TODO BODY Replace with a simulation of organs
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/// <summary>
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/// Represents if body part is vital for creature.
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/// If the last vital body part is removed creature dies
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/// </summary>
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[ViewVariables]
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public bool IsVital { get; private set; }
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[ViewVariables]
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public BodyPartSymmetry Symmetry { get; private set; }
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// TODO BODY
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[ViewVariables]
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public SurgeryDataComponent? SurgeryDataComponent => Owner.GetComponentOrNull<SurgeryDataComponent>();
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protected virtual void OnAddMechanism(IMechanism mechanism)
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{
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var prototypeId = mechanism.Owner.Prototype!.ID;
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if (!_mechanismIds.Contains(prototypeId))
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{
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_mechanismIds.Add(prototypeId);
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}
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mechanism.Part = this;
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SizeUsed += mechanism.Size;
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Dirty();
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}
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protected virtual void OnRemoveMechanism(IMechanism mechanism)
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{
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_mechanismIds.Remove(mechanism.Owner.Prototype!.ID);
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mechanism.Part = null;
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SizeUsed -= mechanism.Size;
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Dirty();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// TODO BODY serialize any changed properties?
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serializer.DataField(this, b => b.PartType, "partType", BodyPartType.Other);
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serializer.DataField(this, b => b.Plural, "plural", string.Empty);
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serializer.DataField(this, b => b.Size, "size", 1);
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serializer.DataField(this, b => b.Compatibility, "compatibility", BodyPartCompatibility.Universal);
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serializer.DataField(this, b => b.IsVital, "vital", false);
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serializer.DataField(this, b => b.Symmetry, "symmetry", BodyPartSymmetry.None);
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serializer.DataField(ref _mechanismIds, "mechanisms", new List<string>());
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}
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public override ComponentState GetComponentState()
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{
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var mechanismIds = new EntityUid[_mechanisms.Count];
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var i = 0;
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foreach (var mechanism in _mechanisms)
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{
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mechanismIds[i] = mechanism.Owner.Uid;
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i++;
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}
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return new BodyPartComponentState(mechanismIds);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is BodyPartComponentState state))
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{
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return;
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}
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var newMechanisms = state.Mechanisms();
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foreach (var mechanism in _mechanisms.ToArray())
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{
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if (!newMechanisms.Contains(mechanism))
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{
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RemoveMechanism(mechanism);
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}
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}
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foreach (var mechanism in newMechanisms)
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{
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if (!_mechanisms.Contains(mechanism))
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{
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TryAddMechanism(mechanism, true);
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}
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}
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}
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public bool Drop()
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{
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Body = null;
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Owner.Transform.AttachToGridOrMap();
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return true;
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}
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public bool SurgeryCheck(SurgeryType surgery)
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{
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return SurgeryDataComponent?.CheckSurgery(surgery) ?? false;
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}
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/// <summary>
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/// Attempts to perform surgery on this <see cref="IBodyPart"/> with the given
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/// tool.
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/// </summary>
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/// <returns>True if successful, false if there was an error.</returns>
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public bool AttemptSurgery(SurgeryType toolType, IBodyPartContainer target, ISurgeon surgeon, IEntity performer)
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{
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DebugTools.AssertNotNull(toolType);
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DebugTools.AssertNotNull(target);
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DebugTools.AssertNotNull(surgeon);
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DebugTools.AssertNotNull(performer);
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return SurgeryDataComponent?.PerformSurgery(toolType, target, surgeon, performer) ?? false;
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}
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public bool CanAttachPart(IBodyPart part)
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{
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DebugTools.AssertNotNull(part);
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return SurgeryDataComponent?.CanAttachBodyPart(part) ?? false;
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}
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public bool CanAddMechanism(IMechanism mechanism)
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{
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DebugTools.AssertNotNull(mechanism);
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return SurgeryDataComponent != null &&
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SizeUsed + mechanism.Size <= Size &&
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SurgeryDataComponent.CanAddMechanism(mechanism);
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}
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/// <summary>
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/// Tries to add a mechanism onto this body part.
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/// </summary>
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/// <param name="mechanism">The mechanism to try to add.</param>
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/// <param name="force">
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/// Whether or not to check if the mechanism can be added.
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/// </param>
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/// <returns>
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/// True if successful, false if there was an error
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/// (e.g. not enough room in <see cref="IBodyPart"/>).
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/// Will return false even when forced if the mechanism is already
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/// added in this <see cref="IBodyPart"/>.
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/// </returns>
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public bool TryAddMechanism(IMechanism mechanism, bool force = false)
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{
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DebugTools.AssertNotNull(mechanism);
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if (!force && !CanAddMechanism(mechanism))
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{
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return false;
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}
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if (!_mechanisms.Add(mechanism))
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{
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return false;
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}
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OnAddMechanism(mechanism);
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return true;
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}
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public bool RemoveMechanism(IMechanism mechanism)
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{
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DebugTools.AssertNotNull(mechanism);
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if (!_mechanisms.Remove(mechanism))
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{
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return false;
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}
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OnRemoveMechanism(mechanism);
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return true;
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}
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public bool RemoveMechanism(IMechanism mechanism, EntityCoordinates coordinates)
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{
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if (RemoveMechanism(mechanism))
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{
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mechanism.Owner.Transform.Coordinates = coordinates;
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return true;
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}
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return false;
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}
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public bool DeleteMechanism(IMechanism mechanism)
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{
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DebugTools.AssertNotNull(mechanism);
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if (!RemoveMechanism(mechanism))
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{
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return false;
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}
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mechanism.Owner.Delete();
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return true;
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}
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}
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[Serializable, NetSerializable]
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public class BodyPartComponentState : ComponentState
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{
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private List<IMechanism>? _mechanisms;
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public readonly EntityUid[] MechanismIds;
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public BodyPartComponentState(EntityUid[] mechanismIds) : base(ContentNetIDs.BODY_PART)
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{
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MechanismIds = mechanismIds;
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}
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public List<IMechanism> Mechanisms(IEntityManager? entityManager = null)
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{
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if (_mechanisms != null)
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{
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return _mechanisms;
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}
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entityManager ??= IoCManager.Resolve<IEntityManager>();
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var mechanisms = new List<IMechanism>(MechanismIds.Length);
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foreach (var id in MechanismIds)
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{
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if (!entityManager.TryGetEntity(id, out var entity))
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{
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continue;
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}
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if (!entity.TryGetComponent(out IMechanism? mechanism))
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{
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continue;
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}
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mechanisms.Add(mechanism);
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}
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return _mechanisms = mechanisms;
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}
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}
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}
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