* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
357 lines
10 KiB
C#
357 lines
10 KiB
C#
#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.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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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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[DataField("mechanisms")]
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private List<string> _mechanismIds = new();
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public IReadOnlyList<string> MechanismIds => _mechanismIds;
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[ViewVariables]
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private readonly HashSet<IMechanism> _mechanisms = new();
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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 (old != null)
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{
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RemovedFromBody(old);
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}
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if (value != null)
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{
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AddedToBody(value);
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}
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}
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}
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[ViewVariables]
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[DataField("partType")]
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public BodyPartType PartType { get; private set; } = BodyPartType.Other;
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[ViewVariables] [DataField("size")] public int Size { get; private set; } = 1;
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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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[DataField("compatibility")]
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public BodyPartCompatibility Compatibility { get; private set; } = BodyPartCompatibility.Universal;
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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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[DataField("vital")]
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public bool IsVital { get; private set; } = false;
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[ViewVariables]
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[DataField("symmetry")]
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public BodyPartSymmetry Symmetry { get; private set; } = BodyPartSymmetry.None;
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[ViewVariables]
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public ISurgeryData? SurgeryDataComponent => Owner.GetComponentOrNull<ISurgeryData>();
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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 ComponentState GetComponentState(ICommonSession player)
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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 not 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 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 virtual 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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private void AddedToBody(IBody body)
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{
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Owner.Transform.LocalRotation = 0;
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Owner.Transform.AttachParent(body.Owner);
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OnAddedToBody(body);
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foreach (var mechanism in _mechanisms)
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{
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mechanism.AddedToBody(body);
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}
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}
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private void RemovedFromBody(IBody old)
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{
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if (!Owner.Transform.Deleted)
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{
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Owner.Transform.AttachToGridOrMap();
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}
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OnRemovedFromBody(old);
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foreach (var mechanism in _mechanisms)
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{
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mechanism.RemovedFromBody(old);
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}
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}
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protected virtual void OnAddedToBody(IBody body) { }
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protected virtual void OnRemovedFromBody(IBody old) { }
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public virtual void Gib()
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{
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foreach (var mechanism in _mechanisms)
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{
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RemoveMechanism(mechanism);
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}
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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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[NonSerialized] 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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