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OldThink/Content.Server/Body/BodyTemplate.cs

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Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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.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
{
public BodyTemplate()
{
Name = "empty";
CenterSlot = "";
Slots = new Dictionary<string, BodyPartType>();
Connections = new Dictionary<string, List<string>>();
Layers = new Dictionary<string, string>();
MechanismLayers = new Dictionary<string, string>();
}
public BodyTemplate(BodyTemplatePrototype data)
{
LoadFromPrototype(data);
}
[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; }
/// <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; }
[ViewVariables]
public Dictionary<string, string> Layers { get; private set; }
[ViewVariables]
public Dictionary<string, string> MechanismLayers { get; private set; }
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 SlotExists(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;
}
protected virtual void LoadFromPrototype(BodyTemplatePrototype data)
{
Name = data.Name;
CenterSlot = data.CenterSlot;
Slots = data.Slots;
Connections = data.Connections;
Layers = data.Layers;
MechanismLayers = data.MechanismLayers;
}
}
}