Files
tbd-station-14/Content.Server/GameObjects/Components/Body/BodyManagerComponent.cs
DrSmugleaf 827eab17d0 Add body part and body manager interfaces (#1939)
* Add body part and body manager interfaces

* Merge fixes
2020-08-30 11:26:52 +02:00

957 lines
33 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Body;
using Content.Server.Body.Network;
using Content.Server.GameObjects.Components.Metabolism;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects.Components.Interaction;
using Content.Server.Observer;
using Content.Shared.Body.Part;
using Content.Shared.Body.Part.Properties.Movement;
using Content.Shared.Body.Part.Properties.Other;
using Content.Shared.Body.Preset;
using Content.Shared.Body.Template;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body
{
/// <summary>
/// Component representing a collection of <see cref="IBodyPart"></see>
/// attached to each other.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
[ComponentReference(typeof(ISharedBodyManagerComponent))]
[ComponentReference(typeof(IBodyManagerComponent))]
public class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput, IBodyManagerComponent
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IBodyNetworkFactory _bodyNetworkFactory = default!;
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
[ViewVariables] private string _presetName = default!;
private readonly Dictionary<string, IBodyPart> _parts = new Dictionary<string, IBodyPart>();
[ViewVariables] private readonly Dictionary<Type, BodyNetwork> _networks = new Dictionary<Type, BodyNetwork>();
/// <summary>
/// All <see cref="IBodyPart"></see> with <see cref="LegProperty"></see>
/// that are currently affecting move speed, mapped to how big that leg
/// they're on is.
/// </summary>
[ViewVariables]
private readonly Dictionary<IBodyPart, float> _activeLegs = new Dictionary<IBodyPart, float>();
[ViewVariables] public BodyTemplate Template { get; private set; } = default!;
[ViewVariables] public BodyPreset Preset { get; private set; } = default!;
/// <summary>
/// Maps <see cref="BodyTemplate"/> slot name to the <see cref="IBodyPart"/>
/// object filling it (if there is one).
/// </summary>
[ViewVariables]
public IReadOnlyDictionary<string, IBodyPart> Parts => _parts;
/// <summary>
/// List of all slots in this body, taken from the keys of
/// <see cref="Template"/> slots.
/// </summary>
public IEnumerable<string> AllSlots => Template.Slots.Keys;
/// <summary>
/// List of all occupied slots in this body, taken from the values of
/// <see cref="Parts"/>.
/// </summary>
public IEnumerable<string> OccupiedSlots => Parts.Keys;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"baseTemplate",
"bodyTemplate.Humanoid",
template =>
{
if (!_prototypeManager.TryIndex(template, out BodyTemplatePrototype templateData))
{
// Invalid prototype
throw new InvalidOperationException(
$"No {nameof(BodyTemplatePrototype)} found with name {template}");
}
Template = new BodyTemplate(templateData);
},
() => Template.Name);
serializer.DataReadWriteFunction(
"basePreset",
"bodyPreset.BasicHuman",
preset =>
{
if (!_prototypeManager.TryIndex(preset, out BodyPresetPrototype presetData))
{
// Invalid prototype
throw new InvalidOperationException(
$"No {nameof(BodyPresetPrototype)} found with name {preset}");
}
Preset = new BodyPreset(presetData);
},
() => _presetName);
}
public override void Initialize()
{
base.Initialize();
LoadBodyPreset(Preset);
}
protected override void Startup()
{
base.Startup();
// Just in case something activates at default health.
ForceHealthChangedEvent();
}
private void LoadBodyPreset(BodyPreset preset)
{
_presetName = preset.Name;
foreach (var slotName in Template.Slots.Keys)
{
// For each slot in our BodyManagerComponent's template,
// try and grab what the ID of what the preset says should be inside it.
if (!preset.PartIDs.TryGetValue(slotName, out var partId))
{
// If the preset doesn't define anything for it, continue.
continue;
}
// Get the BodyPartPrototype corresponding to the BodyPart ID we grabbed.
if (!_prototypeManager.TryIndex(partId, out BodyPartPrototype newPartData))
{
throw new InvalidOperationException($"No {nameof(BodyPartPrototype)} prototype found with ID {partId}");
}
// Try and remove an existing limb if that exists.
RemoveBodyPart(slotName, false);
// Add a new BodyPart with the BodyPartPrototype as a baseline to our
// BodyComponent.
var addedPart = new BodyPart(newPartData);
TryAddPart(slotName, addedPart);
}
OnBodyChanged(); // TODO: Duplicate code
}
/// <summary>
/// Changes the current <see cref="BodyTemplate"/> to the given
/// <see cref="BodyTemplate"/>.
/// Attempts to keep previous <see cref="IBodyPart"/> if there is a
/// slot for them in both <see cref="BodyTemplate"/>.
/// </summary>
public void ChangeBodyTemplate(BodyTemplatePrototype newTemplate)
{
foreach (var part in Parts)
{
// TODO: Make this work.
}
OnBodyChanged();
}
/// <summary>
/// This method is called by <see cref="BodySystem.Update"/> before
/// <see cref="MetabolismComponent.Update"/> is called.
/// </summary>
public void PreMetabolism(float frameTime)
{
if (CurrentDamageState == DamageState.Dead)
{
return;
}
foreach (var part in Parts.Values)
{
part.PreMetabolism(frameTime);
}
foreach (var network in _networks.Values)
{
network.Update(frameTime);
}
}
/// <summary>
/// This method is called by <see cref="BodySystem.Update"/> after
/// <see cref="MetabolismComponent.Update"/> is called.
/// </summary>
public void PostMetabolism(float frameTime)
{
if (CurrentDamageState == DamageState.Dead)
{
return;
}
foreach (var part in Parts.Values)
{
part.PostMetabolism(frameTime);
}
foreach (var network in _networks.Values)
{
network.Update(frameTime);
}
}
/// <summary>
/// Called when the layout of this body changes.
/// </summary>
private void OnBodyChanged()
{
// Calculate move speed based on this body.
if (Owner.HasComponent<MovementSpeedModifierComponent>())
{
_activeLegs.Clear();
var legParts = Parts.Values.Where(x => x.HasProperty(typeof(LegProperty)));
foreach (var part in legParts)
{
var footDistance = DistanceToNearestFoot(this, part);
if (Math.Abs(footDistance - float.MinValue) > 0.001f)
{
_activeLegs.Add(part, footDistance);
}
}
CalculateSpeed();
}
}
private void CalculateSpeed()
{
if (!Owner.TryGetComponent(out MovementSpeedModifierComponent? playerMover))
{
return;
}
float speedSum = 0;
foreach (var part in _activeLegs.Keys)
{
if (!part.HasProperty<LegProperty>())
{
_activeLegs.Remove(part);
}
}
foreach (var (key, value) in _activeLegs)
{
if (key.TryGetProperty(out LegProperty? leg))
{
// Speed of a leg = base speed * (1+log1024(leg length))
speedSum += leg.Speed * (1 + (float) Math.Log(value, 1024.0));
}
}
if (speedSum <= 0.001f || _activeLegs.Count <= 0)
{
// Case: no way of moving. Fall down.
EntitySystem.Get<StandingStateSystem>().Down(Owner);
playerMover.BaseWalkSpeed = 0.8f;
playerMover.BaseSprintSpeed = 2.0f;
}
else
{
// Case: have at least one leg. Set move speed.
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
// Extra legs stack diminishingly.
// Final speed = speed sum/(leg count-log4(leg count))
playerMover.BaseWalkSpeed =
speedSum / (_activeLegs.Count - (float) Math.Log(_activeLegs.Count, 4.0));
playerMover.BaseSprintSpeed = playerMover.BaseWalkSpeed * 1.75f;
}
}
void IRelayMoveInput.MoveInputPressed(ICommonSession session)
{
if (CurrentDamageState == DamageState.Dead)
{
new Ghost().Execute(null, (IPlayerSession) session, null);
}
}
#region BodyPart Functions
/// <summary>
/// Recursively searches for if <see cref="target"/> is connected to
/// the center. Not efficient (O(n^2)), but most bodies don't have a ton
/// of <see cref="IBodyPart"/>s.
/// </summary>
/// <param name="target">The body part to find the center for.</param>
/// <returns>True if it is connected to the center, false otherwise.</returns>
private bool ConnectedToCenterPart(IBodyPart target)
{
var searchedSlots = new List<string>();
return TryGetSlotName(target, out var result) &&
ConnectedToCenterPartRecursion(searchedSlots, result);
}
private bool ConnectedToCenterPartRecursion(ICollection<string> searchedSlots, string slotName)
{
if (!TryGetBodyPart(slotName, out var part))
{
return false;
}
if (part == GetCenterBodyPart())
{
return true;
}
searchedSlots.Add(slotName);
if (!TryGetBodyPartConnections(slotName, out List<string> connections))
{
return false;
}
foreach (var connection in connections)
{
if (!searchedSlots.Contains(connection) &&
ConnectedToCenterPartRecursion(searchedSlots, connection))
{
return true;
}
}
return false;
}
/// <summary>
/// Finds the central <see cref="IBodyPart"/>, if any, of this body based on
/// the <see cref="BodyTemplate"/>. For humans, this is the torso.
/// </summary>
/// <returns>The <see cref="BodyPart"/> if one exists, null otherwise.</returns>
private IBodyPart? GetCenterBodyPart()
{
Parts.TryGetValue(Template.CenterSlot, out var center);
return center;
}
/// <summary>
/// Returns whether the given slot name exists within the current
/// <see cref="BodyTemplate"/>.
/// </summary>
private bool SlotExists(string slotName)
{
return Template.SlotExists(slotName);
}
/// <summary>
/// Finds the <see cref="IBodyPart"/> in the given <see cref="slotName"/> if
/// one exists.
/// </summary>
/// <param name="slotName">The slot to search in.</param>
/// <param name="result">The body part in that slot, if any.</param>
/// <returns>True if found, false otherwise.</returns>
private bool TryGetBodyPart(string slotName, [NotNullWhen(true)] out IBodyPart? result)
{
return Parts.TryGetValue(slotName, out result!);
}
/// <summary>
/// Finds the slotName that the given <see cref="IBodyPart"/> resides in.
/// </summary>
/// <param name="part">The <see cref="IBodyPart"/> to find the slot for.</param>
/// <param name="result">The slot found, if any.</param>
/// <returns>True if a slot was found, false otherwise</returns>
private bool TryGetSlotName(IBodyPart part, [NotNullWhen(true)] out string result)
{
// We enforce that there is only one of each value in the dictionary,
// so we can iterate through the dictionary values to get the key from there.
var pair = Parts.FirstOrDefault(x => x.Value == part);
result = pair.Key;
return !pair.Equals(default);
}
/// <summary>
/// Finds the <see cref="BodyPartType"/> in the given
/// <see cref="slotName"/> if one exists.
/// </summary>
/// <param name="slotName">The slot to search in.</param>
/// <param name="result">
/// The <see cref="BodyPartType"/> of that slot, if any.
/// </param>
/// <returns>True if found, false otherwise.</returns>
public bool TryGetSlotType(string slotName, out BodyPartType result)
{
return Template.Slots.TryGetValue(slotName, out result);
}
/// <summary>
/// Finds the names of all slots connected to the given
/// <see cref="slotName"/> for the template.
/// </summary>
/// <param name="slotName">The slot to search in.</param>
/// <param name="connections">The connections found, if any.</param>
/// <returns>True if the connections are found, false otherwise.</returns>
private bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List<string> connections)
{
return Template.Connections.TryGetValue(slotName, out connections!);
}
/// <summary>
/// Grabs all occupied slots connected to the given slot,
/// regardless of whether the given <see cref="slotName"/> is occupied.
/// </summary>
/// <param name="slotName">The slot name to find connections from.</param>
/// <param name="result">The connected body parts, if any.</param>
/// <returns>
/// True if successful, false if there was an error or no connected
/// <see cref="BodyPart"/>s were found.
/// </returns>
public bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List<IBodyPart> result)
{
result = null!;
if (!Template.Connections.TryGetValue(slotName, out var connections))
{
return false;
}
var toReturn = new List<IBodyPart>();
foreach (var connection in connections)
{
if (TryGetBodyPart(connection, out var bodyPartResult))
{
toReturn.Add(bodyPartResult);
}
}
if (toReturn.Count <= 0)
{
return false;
}
result = toReturn;
return true;
}
/// <summary>
/// Grabs all parts connected to the given <see cref="part"/>, regardless
/// of whether the given <see cref="part"/> is occupied.
/// </summary>
/// <returns>
/// True if successful, false if there was an error or no connected
/// <see cref="IBodyPart"/>s were found.
/// </returns>
private bool TryGetBodyPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart> result)
{
result = null!;
return TryGetSlotName(part, out var slotName) &&
TryGetBodyPartConnections(slotName, out result);
}
/// <summary>
/// Grabs all <see cref="IBodyPart"/> of the given type in this body.
/// </summary>
public List<IBodyPart> GetBodyPartsOfType(BodyPartType type)
{
var toReturn = new List<IBodyPart>();
foreach (var part in Parts.Values)
{
if (part.PartType == type)
{
toReturn.Add(part);
}
}
return toReturn;
}
/// <summary>
/// Installs the given <see cref="DroppedBodyPartComponent"/> into the
/// given slot, deleting the <see cref="IEntity"/> afterwards.
/// </summary>
/// <returns>True if successful, false otherwise.</returns>
public bool InstallDroppedBodyPart(DroppedBodyPartComponent part, string slotName)
{
DebugTools.AssertNotNull(part);
if (!TryAddPart(slotName, part.ContainedBodyPart))
{
return false;
}
part.Owner.Delete();
return true;
}
/// <summary>
/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
/// dropping other <see cref="IBodyPart">BodyParts</see> if they were hanging
/// off of it.
/// </summary>
/// <returns>
/// The <see cref="IEntity"/> representing the dropped
/// <see cref="IBodyPart"/>, or null if none was dropped.
/// </returns>
public IEntity? DropPart(IBodyPart part)
{
DebugTools.AssertNotNull(part);
if (!_parts.ContainsValue(part))
{
return null;
}
if (!RemoveBodyPart(part, out var slotName))
{
return null;
}
// Call disconnect on all limbs that were hanging off this limb.
if (TryGetBodyPartConnections(slotName, out List<string> connections))
{
// This loop is an unoptimized travesty. TODO: optimize to be less shit
foreach (var connectionName in connections)
{
if (TryGetBodyPart(connectionName, out var result) && !ConnectedToCenterPart(result))
{
DisconnectBodyPart(connectionName, true);
}
}
}
part.SpawnDropped(out var dropped);
OnBodyChanged();
return dropped;
}
/// <summary>
/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
/// dropping other <see cref="IBodyPart">BodyParts</see> if they were hanging
/// off of it.
/// </summary>
public void DisconnectBodyPart(IBodyPart part, bool dropEntity)
{
DebugTools.AssertNotNull(part);
if (!_parts.ContainsValue(part))
{
return;
}
var slotName = Parts.FirstOrDefault(x => x.Value == part).Key;
RemoveBodyPart(slotName, dropEntity);
// Call disconnect on all limbs that were hanging off this limb
if (TryGetBodyPartConnections(slotName, out List<string> connections))
{
// TODO: Optimize
foreach (var connectionName in connections)
{
if (TryGetBodyPart(connectionName, out var result) && !ConnectedToCenterPart(result))
{
DisconnectBodyPart(connectionName, dropEntity);
}
}
}
OnBodyChanged();
}
/// <summary>
/// Disconnects a body part in the given slot if one exists,
/// optionally dropping it.
/// </summary>
/// <param name="slotName">The slot to remove the body part from</param>
/// <param name="dropEntity">
/// Whether or not to drop the body part as an entity if it exists.
/// </param>
private void DisconnectBodyPart(string slotName, bool dropEntity)
{
DebugTools.AssertNotNull(slotName);
if (!HasPart(slotName))
{
return;
}
RemoveBodyPart(slotName, dropEntity);
if (TryGetBodyPartConnections(slotName, out List<string> connections))
{
foreach (var connectionName in connections)
{
if (TryGetBodyPart(connectionName, out var result) && !ConnectedToCenterPart(result))
{
DisconnectBodyPart(connectionName, dropEntity);
}
}
}
OnBodyChanged();
}
public bool TryAddPart(string slot, IBodyPart part, bool force = false)
{
DebugTools.AssertNotNull(part);
DebugTools.AssertNotNull(slot);
// Make sure the given slot exists
if (!force)
{
if (!SlotExists(slot))
{
return false;
}
// And that nothing is in it
if (!_parts.TryAdd(slot, part))
{
return false;
}
}
else
{
_parts[slot] = part;
}
part.Body = this;
var argsAdded = new BodyPartAddedEventArgs(part, slot);
foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
{
component.BodyPartAdded(argsAdded);
}
// TODO: Sort this duplicate out
OnBodyChanged();
if (!Template.Layers.TryGetValue(slot, out var partMap) ||
!_reflectionManager.TryParseEnumReference(partMap, out var partEnum))
{
Logger.Warning($"Template {Template.Name} has an invalid RSI map key {partMap} for body part {part.Name}.");
return false;
}
part.RSIMap = partEnum;
var partMessage = new BodyPartAddedMessage(part.RSIPath, part.RSIState, partEnum);
SendNetworkMessage(partMessage);
foreach (var mechanism in part.Mechanisms)
{
if (!Template.MechanismLayers.TryGetValue(mechanism.Id, out var mechanismMap))
{
continue;
}
if (!_reflectionManager.TryParseEnumReference(mechanismMap, out var mechanismEnum))
{
Logger.Warning($"Template {Template.Name} has an invalid RSI map key {mechanismMap} for mechanism {mechanism.Id}.");
continue;
}
var mechanismMessage = new MechanismSpriteAddedMessage(mechanismEnum);
SendNetworkMessage(mechanismMessage);
}
return true;
}
public bool HasPart(string slot)
{
return _parts.ContainsKey(slot);
}
/// <summary>
/// Removes the body part in slot <see cref="slotName"/> from this body,
/// if one exists.
/// </summary>
/// <param name="slotName">The slot to remove it from.</param>
/// <param name="drop">
/// Whether or not to drop the removed <see cref="IBodyPart"/>.
/// </param>
/// <returns></returns>
private bool RemoveBodyPart(string slotName, bool drop)
{
DebugTools.AssertNotNull(slotName);
if (!_parts.Remove(slotName, out var part))
{
return false;
}
IEntity? dropped = null;
if (drop)
{
part.SpawnDropped(out dropped);
}
part.Body = null;
var args = new BodyPartRemovedEventArgs(part, slotName);
foreach (var component in Owner.GetAllComponents<IBodyPartRemoved>())
{
component.BodyPartRemoved(args);
}
if (part.RSIMap != null)
{
var message = new BodyPartRemovedMessage(part.RSIMap, dropped?.Uid);
SendNetworkMessage(message);
}
foreach (var mechanism in part.Mechanisms)
{
if (!Template.MechanismLayers.TryGetValue(mechanism.Id, out var mechanismMap))
{
continue;
}
if (!_reflectionManager.TryParseEnumReference(mechanismMap, out var mechanismEnum))
{
Logger.Warning($"Template {Template.Name} has an invalid RSI map key {mechanismMap} for mechanism {mechanism.Id}.");
continue;
}
var mechanismMessage = new MechanismSpriteRemovedMessage(mechanismEnum);
SendNetworkMessage(mechanismMessage);
}
return true;
}
/// <summary>
/// Removes the body part from this body, if one exists.
/// </summary>
/// <param name="part">The part to remove from this body.</param>
/// <param name="slotName">The slot that the part was in, if any.</param>
/// <returns>True if <see cref="part"/> was removed, false otherwise.</returns>
private bool RemoveBodyPart(IBodyPart part, [NotNullWhen(true)] out string? slotName)
{
DebugTools.AssertNotNull(part);
var pair = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
if (pair.Equals(default))
{
slotName = null;
return false;
}
slotName = pair.Key;
return RemoveBodyPart(slotName, false);
}
#endregion
#region BodyNetwork Functions
private bool EnsureNetwork(BodyNetwork network)
{
DebugTools.AssertNotNull(network);
if (_networks.ContainsKey(network.GetType()))
{
return true;
}
_networks.Add(network.GetType(), network);
network.OnAdd(Owner);
return false;
}
/// <summary>
/// Attempts to add a <see cref="BodyNetwork"/> of the given type to this body.
/// </summary>
/// <returns>
/// True if successful, false if there was an error
/// (such as passing in an invalid type or a network of that type already
/// existing).
/// </returns>
public bool EnsureNetwork(Type networkType)
{
DebugTools.Assert(networkType.IsSubclassOf(typeof(BodyNetwork)));
var network = _bodyNetworkFactory.GetNetwork(networkType);
return EnsureNetwork(network);
}
/// <summary>
/// Attempts to add a <see cref="BodyNetwork"/> of the given type to
/// this body.
/// </summary>
/// <typeparam name="T">The type of network to add.</typeparam>
/// <returns>
/// True if successful, false if there was an error
/// (such as passing in an invalid type or a network of that type already
/// existing).
/// </returns>
public bool EnsureNetwork<T>() where T : BodyNetwork
{
return EnsureNetwork(typeof(T));
}
public void RemoveNetwork(Type networkType)
{
DebugTools.AssertNotNull(networkType);
if (_networks.Remove(networkType, out var network))
{
network.OnRemove();
}
}
public void RemoveNetwork<T>() where T : BodyNetwork
{
RemoveNetwork(typeof(T));
}
/// <summary>
/// Attempts to get the <see cref="BodyNetwork"/> of the given type in this body.
/// </summary>
/// <param name="networkType">The type to search for.</param>
/// <param name="result">
/// The <see cref="BodyNetwork"/> if found, null otherwise.
/// </param>
/// <returns>True if found, false otherwise.</returns>
public bool TryGetNetwork(Type networkType, [NotNullWhen(true)] out BodyNetwork result)
{
return _networks.TryGetValue(networkType, out result!);
}
#endregion
#region Recursion Functions
/// <summary>
/// Returns the combined length of the distance to the nearest <see cref="BodyPart"/> with a
/// <see cref="FootProperty"/>. Returns <see cref="float.MinValue"/>
/// if there is no foot found. If you consider a <see cref="BodyManagerComponent"/> a node map, then it will look for
/// a foot node from the given node. It can
/// only search through BodyParts with <see cref="ExtensionProperty"/>.
/// </summary>
private static float DistanceToNearestFoot(BodyManagerComponent body, IBodyPart source)
{
if (source.HasProperty<FootProperty>() && source.TryGetProperty<ExtensionProperty>(out var property))
{
return property.ReachDistance;
}
return LookForFootRecursion(body, source, new List<BodyPart>());
}
// TODO: Make this not static and not keep me up at night
private static float LookForFootRecursion(BodyManagerComponent body, IBodyPart current,
ICollection<BodyPart> searchedParts)
{
if (!current.TryGetProperty<ExtensionProperty>(out var extProperty))
{
return float.MinValue;
}
// Get all connected parts if the current part has an extension property
if (!body.TryGetBodyPartConnections(current, out var connections))
{
return float.MinValue;
}
// If a connected BodyPart is a foot, return this BodyPart's length.
foreach (var connection in connections)
{
if (!searchedParts.Contains(connection) && connection.HasProperty<FootProperty>())
{
return extProperty.ReachDistance;
}
}
// Otherwise, get the recursion values of all connected BodyParts and
// store them in a list.
var distances = new List<float>();
foreach (var connection in connections)
{
if (!searchedParts.Contains(connection))
{
continue;
}
var result = LookForFootRecursion(body, connection, searchedParts);
if (Math.Abs(result - float.MinValue) > 0.001f)
{
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.ReachDistance;
}
return float.MinValue;
// No extension property, no go.
}
#endregion
}
public interface IBodyManagerHealthChangeParams
{
BodyPartType Part { get; }
}
public class BodyManagerHealthChangeParams : HealthChangeParams, IBodyManagerHealthChangeParams
{
public BodyManagerHealthChangeParams(BodyPartType part)
{
Part = part;
}
public BodyPartType Part { get; }
}
}