* Separate part management from the rest of body manager component * Component reference * Move more methods over * Fix docs and move over BodyPreset * Fix up body preset * Create initialize method and remove constructor for BodyPreset * Do the same for BodyTemplate and add Initialized properties * Fix BodyTemplate HashCode test * BodyTemplate test PLS
138 lines
5.1 KiB
C#
138 lines
5.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Server.GameObjects.Components.Body;
|
|
using Content.Shared.Body.Template;
|
|
using Content.Shared.GameObjects.Components.Body;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.Body
|
|
{
|
|
/// <summary>
|
|
/// This class is a data capsule representing the standard format of a
|
|
/// <see cref="BodyManagerComponent"/>.
|
|
/// For instance, the "humanoid" BodyTemplate defines two arms, each
|
|
/// connected to a torso and so on.
|
|
/// Capable of loading data from a <see cref="BodyTemplatePrototype"/>.
|
|
/// </summary>
|
|
public class BodyTemplate
|
|
{
|
|
[ViewVariables] public bool Initialized { get; private set; }
|
|
|
|
[ViewVariables] public string Name { get; private set; } = "";
|
|
|
|
/// <summary>
|
|
/// The name of the center BodyPart. For humans, this is set to "torso".
|
|
/// Used in many calculations.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public string CenterSlot { get; set; } = "";
|
|
|
|
/// <summary>
|
|
/// Maps all parts on this template to its BodyPartType.
|
|
/// For instance, "right arm" is mapped to "BodyPartType.arm" on the humanoid
|
|
/// template.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public Dictionary<string, BodyPartType> Slots { get; private set; } = new Dictionary<string, BodyPartType>();
|
|
|
|
/// <summary>
|
|
/// Maps limb name to the list of their connections to other limbs.
|
|
/// For instance, on the humanoid template "torso" is mapped to a list
|
|
/// containing "right arm", "left arm", "left leg", and "right leg".
|
|
/// This is mapped both ways during runtime, but in the prototype only one
|
|
/// way has to be defined, i.e., "torso" to "left arm" will automatically
|
|
/// map "left arm" to "torso".
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public Dictionary<string, List<string>> Connections { get; private set; } = new Dictionary<string, List<string>>();
|
|
|
|
[ViewVariables]
|
|
public Dictionary<string, string> Layers { get; private set; } = new Dictionary<string, string>();
|
|
|
|
[ViewVariables]
|
|
public Dictionary<string, string> MechanismLayers { get; private set; } = new Dictionary<string, string>();
|
|
|
|
public bool Equals(BodyTemplate other)
|
|
{
|
|
return GetHashCode() == other.GetHashCode();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the given slot exists in this <see cref="BodyTemplate"/>.
|
|
/// </summary>
|
|
/// <returns>True if it does, false otherwise.</returns>
|
|
public bool HasSlot(string slotName)
|
|
{
|
|
return Slots.Keys.Any(slot => slot == slotName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the hash code for this instance of <see cref="BodyTemplate"/>.
|
|
/// It does not matter in which order the Connections or Slots are defined.
|
|
/// </summary>
|
|
/// <returns>
|
|
/// An integer unique to this <see cref="BodyTemplate"/>'s layout.
|
|
/// </returns>
|
|
public override int GetHashCode()
|
|
{
|
|
var slotsHash = 0;
|
|
var connectionsHash = 0;
|
|
|
|
foreach (var (key, value) in Slots)
|
|
{
|
|
var slot = key.GetHashCode();
|
|
slot = HashCode.Combine(slot, value.GetHashCode());
|
|
slotsHash ^= slot;
|
|
}
|
|
|
|
var connections = new List<int>();
|
|
foreach (var (key, value) in Connections)
|
|
{
|
|
foreach (var targetBodyPart in value)
|
|
{
|
|
var connection = key.GetHashCode() ^ targetBodyPart.GetHashCode();
|
|
if (!connections.Contains(connection))
|
|
{
|
|
connections.Add(connection);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var connection in connections)
|
|
{
|
|
connectionsHash ^= connection;
|
|
}
|
|
|
|
// One of the unit tests considers 0 to be an error, but it will be 0 if
|
|
// the BodyTemplate is empty, so let's shift that up to 1.
|
|
var hash = HashCode.Combine(
|
|
CenterSlot.GetHashCode(),
|
|
slotsHash,
|
|
connectionsHash);
|
|
|
|
if (hash == 0)
|
|
{
|
|
hash++;
|
|
}
|
|
|
|
return hash;
|
|
}
|
|
|
|
public virtual void Initialize(BodyTemplatePrototype prototype)
|
|
{
|
|
DebugTools.Assert(!Initialized, $"{nameof(BodyTemplate)} {Name} has already been initialized!");
|
|
|
|
Name = prototype.Name;
|
|
CenterSlot = prototype.CenterSlot;
|
|
Slots = new Dictionary<string, BodyPartType>(prototype.Slots);
|
|
Connections = new Dictionary<string, List<string>>(prototype.Connections);
|
|
Layers = new Dictionary<string, string>(prototype.Layers);
|
|
MechanismLayers = new Dictionary<string, string>(prototype.MechanismLayers);
|
|
|
|
Initialized = true;
|
|
}
|
|
}
|
|
}
|