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:
@@ -0,0 +1,753 @@
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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.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Body.Part.Property;
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using Content.Shared.GameObjects.Components.Body.Preset;
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using Content.Shared.GameObjects.Components.Body.Template;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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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
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{
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// TODO BODY Damage methods for collections of IDamageableComponents
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public abstract class SharedBodyComponent : Component, IBody
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "Body";
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public override uint? NetID => ContentNetIDs.BODY;
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private string? _centerSlot;
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private Dictionary<string, string> _partIds = new Dictionary<string, string>();
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private readonly Dictionary<string, IBodyPart> _parts = new Dictionary<string, IBodyPart>();
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[ViewVariables] public string? TemplateName { get; private set; }
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[ViewVariables] public string? PresetName { get; private set; }
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[ViewVariables]
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public Dictionary<string, BodyPartType> Slots { get; private set; } = new Dictionary<string, BodyPartType>();
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[ViewVariables]
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public Dictionary<string, List<string>> Connections { get; private set; } = new Dictionary<string, List<string>>();
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/// <summary>
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/// Maps slots to the part filling each one.
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/// </summary>
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[ViewVariables]
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public IReadOnlyDictionary<string, IBodyPart> Parts => _parts;
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public IReadOnlyDictionary<string, string> PartIds => _partIds;
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[ViewVariables] public IReadOnlyDictionary<string, string> PartIDs => _partIds;
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protected virtual bool CanAddPart(string slot, IBodyPart part)
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{
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if (!HasSlot(slot) || !_parts.TryAdd(slot, part))
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{
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return false;
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}
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return true;
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}
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protected virtual void OnAddPart(string slot, IBodyPart part)
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{
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part.Owner.Transform.AttachParent(Owner);
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part.Body = this;
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var argsAdded = new BodyPartAddedEventArgs(part, slot);
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foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
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{
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component.BodyPartAdded(argsAdded);
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}
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// TODO BODY Sort this duplicate out
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OnBodyChanged();
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}
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protected virtual void OnRemovePart(string slot, IBodyPart part)
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{
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// TODO BODY Move to Body part
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if (!part.Owner.Transform.Deleted)
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{
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part.Owner.Transform.AttachToGridOrMap();
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}
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part.Body = null;
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var args = new BodyPartRemovedEventArgs(part, slot);
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foreach (var component in Owner.GetAllComponents<IBodyPartRemoved>())
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{
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component.BodyPartRemoved(args);
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}
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// creadth: fall down if no legs
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if (part.PartType == BodyPartType.Leg && Parts.Count(x => x.Value.PartType == BodyPartType.Leg) == 0)
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{
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EntitySystem.Get<SharedStandingStateSystem>().Down(Owner);
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}
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// creadth: immediately kill entity if last vital part removed
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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if (part.IsVital && Parts.Count(x => x.Value.PartType == part.PartType) == 0)
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{
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damageable.CurrentState = DamageState.Dead;
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damageable.ForceHealthChangedEvent();
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}
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}
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OnBodyChanged();
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}
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public bool TryAddPart(string slot, IBodyPart part, bool force = false)
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{
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DebugTools.AssertNotNull(part);
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DebugTools.AssertNotNull(slot);
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if (force)
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{
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if (!HasSlot(slot))
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{
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Slots[slot] = part.PartType;
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}
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_parts[slot] = part;
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}
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else
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{
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if (!CanAddPart(slot, part))
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{
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return false;
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}
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}
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OnAddPart(slot, part);
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return true;
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}
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public bool HasPart(string slot)
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{
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DebugTools.AssertNotNull(slot);
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return _parts.ContainsKey(slot);
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}
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public void RemovePart(IBodyPart part, bool drop)
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{
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DebugTools.AssertNotNull(part);
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var slotName = _parts.FirstOrDefault(x => x.Value == part).Key;
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if (string.IsNullOrEmpty(slotName))
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{
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return;
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}
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RemovePart(slotName, drop);
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}
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// TODO BODY invert this behavior with the one above
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public bool RemovePart(string slot, bool drop)
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{
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DebugTools.AssertNotNull(slot);
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if (!_parts.Remove(slot, out var part))
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{
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return false;
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}
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if (drop)
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{
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part.Drop();
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}
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OnRemovePart(slot, part);
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if (TryGetSlotConnections(slot, out var connections))
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{
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foreach (var connectionName in connections)
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{
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if (TryGetPart(connectionName, out var result) && !ConnectedToCenter(result))
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{
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RemovePart(connectionName, drop);
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}
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}
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}
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return true;
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}
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public bool RemovePart(IBodyPart part, [NotNullWhen(true)] out string? slotName)
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{
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DebugTools.AssertNotNull(part);
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var pair = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
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if (pair.Equals(default))
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{
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slotName = null;
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return false;
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}
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if (RemovePart(pair.Key, false))
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{
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slotName = pair.Key;
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return true;
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}
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slotName = null;
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return false;
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}
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public bool TryDropPart(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? dropped)
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{
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DebugTools.AssertNotNull(part);
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if (!_parts.ContainsValue(part))
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{
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dropped = null;
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return false;
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}
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if (!RemovePart(part, out var slotName))
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{
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dropped = null;
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return false;
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}
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part.Drop();
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dropped = new List<IBodyPart> {part};
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// Call disconnect on all limbs that were hanging off this limb.
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if (TryGetSlotConnections(slotName, out var connections))
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{
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// TODO BODY optimize
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foreach (var connectionName in connections)
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{
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if (TryGetPart(connectionName, out var result) &&
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!ConnectedToCenter(result) &&
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RemovePart(connectionName, true))
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{
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dropped.Add(result);
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}
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}
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}
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OnBodyChanged();
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return true;
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}
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public bool ConnectedToCenter(IBodyPart part)
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{
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var searchedSlots = new List<string>();
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return TryGetSlot(part, out var result) &&
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ConnectedToCenterPartRecursion(searchedSlots, result);
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}
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private bool ConnectedToCenterPartRecursion(ICollection<string> searchedSlots, string slotName)
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{
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if (!TryGetPart(slotName, out var part))
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{
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return false;
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}
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if (part == CenterPart())
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{
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return true;
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}
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searchedSlots.Add(slotName);
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if (!TryGetSlotConnections(slotName, out var connections))
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{
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return false;
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}
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foreach (var connection in connections)
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{
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if (!searchedSlots.Contains(connection) &&
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ConnectedToCenterPartRecursion(searchedSlots, connection))
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{
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return true;
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}
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}
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return false;
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}
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public IBodyPart? CenterPart()
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{
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if (_centerSlot == null) return null;
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return Parts.GetValueOrDefault(_centerSlot);
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}
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public bool HasSlot(string slot)
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{
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return Slots.ContainsKey(slot);
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}
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public bool TryGetPart(string slot, [NotNullWhen(true)] out IBodyPart? result)
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{
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return Parts.TryGetValue(slot, out result);
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}
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public bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out string? slot)
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{
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// We enforce that there is only one of each value in the dictionary,
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// so we can iterate through the dictionary values to get the key from there.
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var pair = Parts.FirstOrDefault(x => x.Value == part);
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slot = pair.Key;
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return !pair.Equals(default);
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}
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public bool TryGetSlotType(string slot, out BodyPartType result)
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{
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return Slots.TryGetValue(slot, out result);
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}
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public bool TryGetSlotConnections(string slot, [NotNullWhen(true)] out List<string>? connections)
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{
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return Connections.TryGetValue(slot, out connections);
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}
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public bool TryGetPartConnections(string slot, [NotNullWhen(true)] out List<IBodyPart>? connections)
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{
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if (!Connections.TryGetValue(slot, out var slotConnections))
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{
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connections = null;
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return false;
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}
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connections = new List<IBodyPart>();
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foreach (var connection in slotConnections)
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{
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if (TryGetPart(connection, out var part))
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{
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connections.Add(part);
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}
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}
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if (connections.Count <= 0)
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{
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connections = null;
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return false;
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}
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return true;
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}
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public bool TryGetPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? connections)
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{
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connections = null;
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return TryGetSlot(part, out var slotName) &&
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TryGetPartConnections(slotName, out connections);
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}
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public List<IBodyPart> GetPartsOfType(BodyPartType type)
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{
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var parts = new List<IBodyPart>();
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foreach (var part in Parts.Values)
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{
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if (part.PartType == type)
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{
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parts.Add(part);
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}
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}
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return parts;
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}
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public List<(IBodyPart part, IBodyPartProperty property)> GetPartsWithProperty(Type type)
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{
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var parts = new List<(IBodyPart, IBodyPartProperty)>();
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foreach (var part in Parts.Values)
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{
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if (part.TryGetProperty(type, out var property))
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{
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parts.Add((part, property));
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}
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}
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return parts;
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}
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public List<(IBodyPart part, T property)> GetPartsWithProperty<T>() where T : class, IBodyPartProperty
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{
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var parts = new List<(IBodyPart, T)>();
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foreach (var part in Parts.Values)
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{
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if (part.TryGetProperty<T>(out var property))
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{
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parts.Add((part, property));
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}
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}
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return parts;
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}
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private void CalculateSpeed()
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{
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if (!Owner.TryGetComponent(out MovementSpeedModifierComponent? playerMover))
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{
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return;
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}
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var legs = GetPartsWithProperty<LegComponent>();
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float speedSum = 0;
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foreach (var leg in GetPartsWithProperty<LegComponent>())
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{
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var footDistance = DistanceToNearestFoot(leg.part);
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if (Math.Abs(footDistance - float.MinValue) <= 0.001f)
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{
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continue;
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}
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speedSum += leg.property.Speed * (1 + (float) Math.Log(footDistance, 1024.0));
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}
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if (speedSum <= 0.001f)
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{
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playerMover.BaseWalkSpeed = 0.8f;
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playerMover.BaseSprintSpeed = 2.0f;
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}
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else
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{
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// Extra legs stack diminishingly.
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playerMover.BaseWalkSpeed =
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speedSum / (legs.Count - (float) Math.Log(legs.Count, 4.0));
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playerMover.BaseSprintSpeed = playerMover.BaseWalkSpeed * 1.75f;
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}
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}
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/// <summary>
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/// Called when the layout of this body changes.
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/// </summary>
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private void OnBodyChanged()
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{
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// Calculate move speed based on this body.
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if (Owner.HasComponent<MovementSpeedModifierComponent>())
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{
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CalculateSpeed();
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}
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Dirty();
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}
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/// <summary>
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/// Returns the combined length of the distance to the nearest
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/// <see cref="IBodyPart"/> that is a foot.
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/// If you consider a <see cref="IBody"/> a node map, then it will
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/// look for a foot node from the given node. It can only search
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/// through <see cref="IBodyPart"/>s with an
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/// <see cref="ExtensionComponent"/>.
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/// </summary>
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/// <returns>
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/// The distance to the foot if found, <see cref="float.MinValue"/>
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/// otherwise.
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/// </returns>
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public float DistanceToNearestFoot(IBodyPart source)
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{
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if (source.PartType == BodyPartType.Foot &&
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source.TryGetProperty<ExtensionComponent>(out var extension))
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{
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return extension.Distance;
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}
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return LookForFootRecursion(source, new List<IBodyPart>());
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}
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private float LookForFootRecursion(IBodyPart current, ICollection<IBodyPart> searchedParts)
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{
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if (!current.TryGetProperty<ExtensionComponent>(out var extProperty))
|
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{
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return float.MinValue;
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}
|
||||
|
||||
// Get all connected parts if the current part has an extension property
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||||
if (!TryGetPartConnections(current, out var connections))
|
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{
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return float.MinValue;
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||||
}
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||||
|
||||
// If a connected BodyPart is a foot, return this BodyPart's length.
|
||||
foreach (var connection in connections)
|
||||
{
|
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if (connection.PartType == BodyPartType.Foot &&
|
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!searchedParts.Contains(connection))
|
||||
{
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return extProperty.Distance;
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||||
}
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}
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||||
|
||||
// Otherwise, get the recursion values of all connected BodyParts and
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// store them in a list.
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||||
var distances = new List<float>();
|
||||
foreach (var connection in connections)
|
||||
{
|
||||
if (!searchedParts.Contains(connection))
|
||||
{
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||||
continue;
|
||||
}
|
||||
|
||||
var result = LookForFootRecursion(connection, searchedParts);
|
||||
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||||
if (Math.Abs(result - float.MinValue) > 0.001f)
|
||||
{
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||||
distances.Add(result);
|
||||
}
|
||||
}
|
||||
|
||||
// If one or more of the searches found a foot, return the smallest one
|
||||
// and add this ones length.
|
||||
if (distances.Count > 0)
|
||||
{
|
||||
return distances.Min<float>() + extProperty.Distance;
|
||||
}
|
||||
|
||||
return float.MinValue;
|
||||
}
|
||||
|
||||
// TODO BODY optimize this
|
||||
public KeyValuePair<string, BodyPartType> SlotAt(int index)
|
||||
{
|
||||
return Slots.ElementAt(index);
|
||||
}
|
||||
|
||||
public KeyValuePair<string, IBodyPart> PartAt(int index)
|
||||
{
|
||||
return Parts.ElementAt(index);
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"template",
|
||||
null,
|
||||
name =>
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var template = _prototypeManager.Index<BodyTemplatePrototype>(name);
|
||||
|
||||
Connections = template.Connections;
|
||||
Slots = template.Slots;
|
||||
_centerSlot = template.CenterSlot;
|
||||
|
||||
TemplateName = name;
|
||||
},
|
||||
() => TemplateName);
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"preset",
|
||||
null,
|
||||
name =>
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var preset = _prototypeManager.Index<BodyPresetPrototype>(name);
|
||||
|
||||
_partIds = preset.PartIDs;
|
||||
},
|
||||
() => PresetName);
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"connections",
|
||||
new Dictionary<string, List<string>>(),
|
||||
connections =>
|
||||
{
|
||||
foreach (var (from, to) in connections)
|
||||
{
|
||||
Connections.GetOrNew(from).AddRange(to);
|
||||
}
|
||||
},
|
||||
() => Connections);
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"slots",
|
||||
new Dictionary<string, BodyPartType>(),
|
||||
slots =>
|
||||
{
|
||||
foreach (var (part, type) in slots)
|
||||
{
|
||||
Slots[part] = type;
|
||||
}
|
||||
},
|
||||
() => Slots);
|
||||
|
||||
// TODO BODY Move to template or somewhere else
|
||||
serializer.DataReadWriteFunction(
|
||||
"centerSlot",
|
||||
null,
|
||||
slot => _centerSlot = slot,
|
||||
() => _centerSlot);
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"partIds",
|
||||
new Dictionary<string, string>(),
|
||||
partIds =>
|
||||
{
|
||||
foreach (var (slot, part) in partIds)
|
||||
{
|
||||
_partIds[slot] = part;
|
||||
}
|
||||
},
|
||||
() => _partIds);
|
||||
|
||||
// Our prototypes don't force the user to define a BodyPart connection twice. E.g. Head: Torso v.s. Torso: Head.
|
||||
// The user only has to do one. We want it to be that way in the code, though, so this cleans that up.
|
||||
var cleanedConnections = new Dictionary<string, List<string>>();
|
||||
foreach (var targetSlotName in Slots.Keys)
|
||||
{
|
||||
var tempConnections = new List<string>();
|
||||
foreach (var (slotName, slotConnections) in Connections)
|
||||
{
|
||||
if (slotName == targetSlotName)
|
||||
{
|
||||
foreach (var connection in slotConnections)
|
||||
{
|
||||
if (!tempConnections.Contains(connection))
|
||||
{
|
||||
tempConnections.Add(connection);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (slotConnections.Contains(targetSlotName))
|
||||
{
|
||||
tempConnections.Add(slotName);
|
||||
}
|
||||
}
|
||||
|
||||
if (tempConnections.Count > 0)
|
||||
{
|
||||
cleanedConnections.Add(targetSlotName, tempConnections);
|
||||
}
|
||||
}
|
||||
|
||||
Connections = cleanedConnections;
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
var parts = new (string slot, EntityUid partId)[_parts.Count];
|
||||
|
||||
var i = 0;
|
||||
foreach (var (slot, part) in _parts)
|
||||
{
|
||||
parts[i] = (slot, part.Owner.Uid);
|
||||
i++;
|
||||
}
|
||||
|
||||
return new BodyComponentState(parts);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
|
||||
if (!(curState is BodyComponentState state))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var newParts = state.Parts();
|
||||
|
||||
foreach (var (slot, oldPart) in _parts)
|
||||
{
|
||||
if (!newParts.TryGetValue(slot, out var newPart) ||
|
||||
newPart != oldPart)
|
||||
{
|
||||
RemovePart(oldPart, false);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var (slot, newPart) in newParts)
|
||||
{
|
||||
if (!_parts.TryGetValue(slot, out var oldPart) ||
|
||||
oldPart != newPart)
|
||||
{
|
||||
TryAddPart(slot, newPart, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class BodyComponentState : ComponentState
|
||||
{
|
||||
private Dictionary<string, IBodyPart>? _parts;
|
||||
|
||||
public readonly (string slot, EntityUid partId)[] PartIds;
|
||||
|
||||
public BodyComponentState((string slot, EntityUid partId)[] partIds) : base(ContentNetIDs.BODY)
|
||||
{
|
||||
PartIds = partIds;
|
||||
}
|
||||
|
||||
public Dictionary<string, IBodyPart> Parts(IEntityManager? entityManager = null)
|
||||
{
|
||||
if (_parts != null)
|
||||
{
|
||||
return _parts;
|
||||
}
|
||||
|
||||
entityManager ??= IoCManager.Resolve<IEntityManager>();
|
||||
|
||||
var parts = new Dictionary<string, IBodyPart>(PartIds.Length);
|
||||
|
||||
foreach (var (slot, partId) in PartIds)
|
||||
{
|
||||
if (!entityManager.TryGetEntity(partId, out var entity))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IBodyPart? part))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
parts[slot] = part;
|
||||
}
|
||||
|
||||
return _parts = parts;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user