326 lines
12 KiB
C#
326 lines
12 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.DragDrop;
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using Content.Shared.Gibbing.Components;
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using Content.Shared.Gibbing.Events;
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using Content.Shared.Gibbing.Systems;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Shared.Body.Systems;
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public partial class SharedBodySystem
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{
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/*
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* tl;dr of how bobby works
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* - BodyComponent uses a BodyPrototype as a template.
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* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
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* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
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*/
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly GibbingSystem _gibbingSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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private const float GibletLaunchImpulse = 8;
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private const float GibletLaunchImpulseVariance = 3;
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private void InitializeBody()
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{
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// Body here to handle root body parts.
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SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
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SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
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SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
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SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
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SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
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}
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private void OnBodyInserted(EntityUid uid, BodyComponent component, EntInsertedIntoContainerMessage args)
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{
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var entity = args.Entity;
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if (TryComp(entity, out BodyPartComponent? childPart))
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{
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AddPart(uid, entity, slotId, childPart);
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RecursiveBodyUpdate(entity, uid, childPart);
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}
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if (TryComp(entity, out OrganComponent? organ))
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{
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AddOrgan(entity, uid, uid, organ);
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}
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}
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private void OnBodyRemoved(EntityUid uid, BodyComponent component, EntRemovedFromContainerMessage args)
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{
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var entity = args.Entity;
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DebugTools.Assert(!TryComp(entity, out BodyPartComponent? b) || b.Body == uid);
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DebugTools.Assert(!TryComp(entity, out OrganComponent? o) || o.Body == uid);
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if (TryComp(entity, out BodyPartComponent? childPart))
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{
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RemovePart(uid, entity, slotId, childPart);
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RecursiveBodyUpdate(entity, null, childPart);
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}
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if (TryComp(entity, out OrganComponent? organ))
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RemoveOrgan(entity, uid, organ);
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}
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private void OnBodyInit(EntityUid bodyId, BodyComponent body, ComponentInit args)
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{
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// Setup the initial container.
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body.RootContainer = Containers.EnsureContainer<ContainerSlot>(bodyId, BodyRootContainerId);
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}
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private void OnBodyMapInit(EntityUid bodyId, BodyComponent body, MapInitEvent args)
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{
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if (body.Prototype == null)
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return;
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// One-time setup
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// Obviously can't run in Init to avoid double-spawns on save / load.
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var prototype = Prototypes.Index(body.Prototype.Value);
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MapInitBody(bodyId, prototype);
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}
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private void MapInitBody(EntityUid bodyEntity, BodyPrototype prototype)
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{
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var protoRoot = prototype.Slots[prototype.Root];
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if (protoRoot.Part == null)
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return;
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// This should already handle adding the entity to the root.
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var rootPartEntity = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
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var rootPart = Comp<BodyPartComponent>(rootPartEntity);
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rootPart.Body = bodyEntity;
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Dirty(rootPartEntity, rootPart);
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// Setup the rest of the body entities.
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SetupOrgans(rootPartEntity, rootPart, protoRoot.Organs);
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MapInitParts(rootPartEntity, prototype);
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}
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private void OnBodyCanDrag(EntityUid uid, BodyComponent component, ref CanDragEvent args)
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{
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args.Handled = true;
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}
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/// <summary>
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/// Sets up all of the relevant body parts for a particular body entity and root part.
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/// </summary>
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private void MapInitParts(EntityUid rootPartId, BodyPrototype prototype)
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{
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// Start at the root part and traverse the body graph, setting up parts as we go.
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// Basic BFS pathfind.
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var rootSlot = prototype.Root;
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var frontier = new Queue<string>();
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frontier.Enqueue(rootSlot);
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// Child -> Parent connection.
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var cameFrom = new Dictionary<string, string>();
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cameFrom[rootSlot] = rootSlot;
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// Maps slot to its relevant entity.
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var cameFromEntities = new Dictionary<string, EntityUid>();
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cameFromEntities[rootSlot] = rootPartId;
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while (frontier.TryDequeue(out var currentSlotId))
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{
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var currentSlot = prototype.Slots[currentSlotId];
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foreach (var connection in currentSlot.Connections)
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{
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// Already been handled
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if (!cameFrom.TryAdd(connection, currentSlotId))
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continue;
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// Setup part
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var connectionSlot = prototype.Slots[connection];
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var parentEntity = cameFromEntities[currentSlotId];
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var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
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// Spawn the entity on the target
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// then get the body part type, create the slot, and finally
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// we can insert it into the container.
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var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
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cameFromEntities[connection] = childPart;
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var childPartComponent = Comp<BodyPartComponent>(childPart);
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var partSlot = CreatePartSlot(parentEntity, connection, childPartComponent.PartType, parentPartComponent);
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var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
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if (partSlot == null || !Containers.Insert(childPart, cont))
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{
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Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
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QueueDel(childPart);
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continue;
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}
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// Add organs
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SetupOrgans(childPart, childPartComponent, connectionSlot.Organs);
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// Enqueue it so we can also get its neighbors.
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frontier.Enqueue(connection);
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}
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}
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}
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private void SetupOrgans(EntityUid partId, BodyPartComponent partComponent, Dictionary<string, string> organs)
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{
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foreach (var (organSlotId, organProto) in organs)
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{
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var slot = CreateOrganSlot(organSlotId, partId, partComponent);
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SpawnInContainerOrDrop(organProto, partId, GetOrganContainerId(organSlotId));
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if (slot == null)
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{
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Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(partId)}");
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}
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}
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}
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/// <summary>
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/// Gets all body containers on this entity including the root one.
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/// </summary>
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public IEnumerable<BaseContainer> GetBodyContainers(EntityUid id, BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (!Resolve(id, ref body, false) ||
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body.RootContainer.ContainedEntity == null ||
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!Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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yield return body.RootContainer;
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foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return childContainer;
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}
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}
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/// <summary>
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/// Gets all child body parts of this entity, including the root entity.
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/// </summary>
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public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(EntityUid? id, BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (id == null ||
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!Resolve(id.Value, ref body, false) ||
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body.RootContainer.ContainedEntity == null ||
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!Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return child;
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}
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}
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public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(EntityUid? bodyId, BodyComponent? body = null)
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{
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if (bodyId == null || !Resolve(bodyId.Value, ref body, false))
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yield break;
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foreach (var part in GetBodyChildren(bodyId, body))
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{
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foreach (var organ in GetPartOrgans(part.Id, part.Component))
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{
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yield return organ;
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}
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}
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}
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/// <summary>
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/// Returns all body part slots for this entity.
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/// </summary>
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/// <param name="bodyId"></param>
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/// <param name="body"></param>
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/// <returns></returns>
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public IEnumerable<BodyPartSlot> GetBodyAllSlots(EntityUid bodyId, BodyComponent? body = null)
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{
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if (!Resolve(bodyId, ref body, false) || body.RootContainer.ContainedEntity == null)
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yield break;
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foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
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{
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yield return slot;
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}
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}
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public virtual HashSet<EntityUid> GibBody(
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EntityUid bodyId,
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bool gibOrgans = false,
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BodyComponent? body = null,
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bool launchGibs = true,
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Vector2? splatDirection = null,
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float splatModifier = 1,
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Angle splatCone = default,
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SoundSpecifier? gibSoundOverride = null
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)
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{
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var gibs = new HashSet<EntityUid>();
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if (!Resolve(bodyId, ref body, false))
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return gibs;
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var root = GetRootPartOrNull(bodyId, body);
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if (root != null && TryComp(root.Value.Entity, out GibbableComponent? gibbable))
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{
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gibSoundOverride ??= gibbable.GibSound;
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}
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var parts = GetBodyChildren(bodyId, body).ToArray();
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gibs.EnsureCapacity(parts.Length);
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foreach (var part in parts)
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{
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_gibbingSystem.TryGibEntityWithRef(bodyId, part.Id, GibType.Gib, GibContentsOption.Skip, ref gibs,
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playAudio: false, launchGibs:true, launchDirection:splatDirection, launchImpulse: GibletLaunchImpulse * splatModifier,
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launchImpulseVariance:GibletLaunchImpulseVariance, launchCone: splatCone);
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if (!gibOrgans)
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continue;
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foreach (var organ in GetPartOrgans(part.Id, part.Component))
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{
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_gibbingSystem.TryGibEntityWithRef(bodyId, organ.Id, GibType.Drop, GibContentsOption.Skip,
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ref gibs, playAudio: false, launchImpulse: GibletLaunchImpulse * splatModifier,
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launchImpulseVariance:GibletLaunchImpulseVariance, launchCone: splatCone);
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}
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}
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if(TryComp<InventoryComponent>(bodyId, out var inventory))
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{
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foreach (var item in _inventory.GetHandOrInventoryEntities(bodyId))
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{
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SharedTransform.AttachToGridOrMap(item);
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gibs.Add(item);
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}
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}
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_audioSystem.PlayPredicted(gibSoundOverride, Transform(bodyId).Coordinates, null);
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return gibs;
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}
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}
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