Refactor body component to use slots instead of an army of dictionaries (#3749)

* Refactor body component to use slots instead of an army of dictionaries

* Update vox

* Replace static method call with extension

* Add setpart method, replace dispose with shutdown

* Fix tests, fix not listening to slot events when setting a part
This commit is contained in:
DrSmugleaf
2021-04-05 14:54:51 +02:00
committed by GitHub
parent 5387f87608
commit 677706b117
30 changed files with 602 additions and 466 deletions

View File

@@ -5,11 +5,11 @@ using Content.Server.GameObjects.Components.Observer;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Body.Slot;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Utility;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Console;
using Robust.Shared.Containers;
@@ -29,20 +29,20 @@ namespace Content.Server.GameObjects.Components.Body
{
private Container _partContainer = default!;
protected override bool CanAddPart(string slot, IBodyPart part)
protected override bool CanAddPart(string slotId, IBodyPart part)
{
return base.CanAddPart(slot, part) &&
return base.CanAddPart(slotId, part) &&
_partContainer.CanInsert(part.Owner);
}
protected override void OnAddPart(string slot, IBodyPart part)
protected override void OnAddPart(BodyPartSlot slot, IBodyPart part)
{
base.OnAddPart(slot, part);
_partContainer.Insert(part.Owner);
}
protected override void OnRemovePart(string slot, IBodyPart part)
protected override void OnRemovePart(BodyPartSlot slot, IBodyPart part)
{
base.OnRemovePart(slot, part);
@@ -54,21 +54,25 @@ namespace Content.Server.GameObjects.Components.Body
{
base.Initialize();
_partContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-{nameof(BodyComponent)}");
_partContainer = Owner.EnsureContainer<Container>($"{Name}-{nameof(BodyComponent)}");
var preset = Preset;
foreach (var (slot, partId) in PartIds)
if (preset != null)
{
// Using MapPosition instead of Coordinates here prevents
// a crash within the character preview menu in the lobby
var entity = Owner.EntityManager.SpawnEntity(partId, Owner.Transform.MapPosition);
if (!entity.TryGetComponent(out IBodyPart? part))
foreach (var slot in Slots)
{
Logger.Error($"Entity {partId} does not have a {nameof(IBodyPart)} component.");
continue;
}
// Using MapPosition instead of Coordinates here prevents
// a crash within the character preview menu in the lobby
var entity = Owner.EntityManager.SpawnEntity(preset.PartIDs[slot.Id], Owner.Transform.MapPosition);
TryAddPart(slot, part, true);
if (!entity.TryGetComponent(out IBodyPart? part))
{
Logger.Error($"Entity {slot.Id} does not have a {nameof(IBodyPart)} component.");
continue;
}
SetPart(slot.Id, part);
}
}
}
@@ -79,7 +83,7 @@ namespace Content.Server.GameObjects.Components.Body
// This is ran in Startup as entities spawned in Initialize
// are not synced to the client since they are assumed to be
// identical on it
foreach (var part in Parts.Values)
foreach (var (part, _) in Parts)
{
part.Dirty();
}