Refactoring body system to use containers and general body cleanup (#20202)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -11,8 +11,11 @@ using Robust.Shared.Random;
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namespace Content.Server.Body.Commands
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{
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[AdminCommand(AdminFlags.Fun)]
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sealed class RemoveHandCommand : IConsoleCommand
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public sealed class RemoveHandCommand : IConsoleCommand
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public string Command => "removehand";
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public string Description => "Removes a hand from your entity.";
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public string Help => $"Usage: {Command}";
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@@ -32,18 +35,16 @@ namespace Content.Server.Body.Commands
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetComponent(player.AttachedEntity, out BodyComponent? body))
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if (!_entManager.TryGetComponent(player.AttachedEntity, out BodyComponent? body))
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var text = $"You have no body{(random.Prob(0.2f) ? " and you must scream." : ".")}";
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var text = $"You have no body{(_random.Prob(0.2f) ? " and you must scream." : ".")}";
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shell.WriteLine(text);
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return;
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}
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var bodySystem = entityManager.System<BodySystem>();
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var hand = bodySystem.GetBodyChildrenOfType(player.AttachedEntity, BodyPartType.Hand, body).FirstOrDefault();
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var bodySystem = _entManager.System<BodySystem>();
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var hand = bodySystem.GetBodyChildrenOfType(player.AttachedEntity.Value, BodyPartType.Hand, body).FirstOrDefault();
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if (hand == default)
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{
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@@ -51,7 +52,7 @@ namespace Content.Server.Body.Commands
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}
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else
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{
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bodySystem.DropPart(hand.Id, hand.Component);
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_entManager.System<SharedTransformSystem>().AttachToGridOrMap(hand.Id);
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}
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}
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}
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