Make mechanism behaviors properly update, fix eating and drinking (#2472)
* Make mechanisms properly update and fix eating and drinking * Remove outdated component ignores * Fix nullable error * Fix mechanism behavior events * Remove unnecessary code
This commit is contained in:
@@ -2,10 +2,11 @@
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public interface IMechanismBehavior : IComponent
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public interface IMechanismBehavior : IExposeData
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{
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IBody? Body { get; }
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@@ -15,7 +16,20 @@ namespace Content.Shared.GameObjects.Components.Body.Behavior
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/// Upward reference to the parent <see cref="IMechanism"/> that this
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/// behavior is attached to.
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/// </summary>
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IMechanism? Mechanism { get; }
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IMechanism Parent { get; }
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/// <summary>
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/// The entity that owns <see cref="Parent"/>.
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/// For the entity owning the body that this mechanism may be in,
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/// see <see cref="IBody.Owner"/>
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/// </summary>
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IEntity Owner { get; }
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void Initialize(IMechanism parent);
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void Startup();
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void Update(float frameTime);
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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@@ -1,102 +0,0 @@
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#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class MechanismBehaviorComponent : Component, IMechanismBehavior
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{
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public IBody? Body => Part?.Body;
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public IBodyPart? Part => Mechanism?.Part;
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public IMechanism? Mechanism => Owner.GetComponentOrNull<IMechanism>();
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protected override void Startup()
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{
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base.Startup();
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if (Part == null)
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{
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return;
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}
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if (Body == null)
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{
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AddedToPart(Part);
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}
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else
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{
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AddedToPartInBody(Body, Part);
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}
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}
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public abstract void Update(float frameTime);
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public void AddedToBody(IBody body)
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{
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DebugTools.AssertNotNull(Body);
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DebugTools.AssertNotNull(body);
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OnAddedToBody(body);
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}
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public void AddedToPart(IBodyPart part)
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{
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DebugTools.AssertNotNull(Part);
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DebugTools.AssertNotNull(part);
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OnAddedToPart(part);
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}
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public void AddedToPartInBody(IBody body, IBodyPart part)
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{
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DebugTools.AssertNotNull(Body);
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DebugTools.AssertNotNull(body);
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DebugTools.AssertNotNull(Part);
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DebugTools.AssertNotNull(part);
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OnAddedToPartInBody(body, part);
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}
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public void RemovedFromBody(IBody old)
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{
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DebugTools.AssertNull(Body);
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DebugTools.AssertNotNull(old);
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OnRemovedFromBody(old);
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}
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public void RemovedFromPart(IBodyPart old)
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{
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DebugTools.AssertNull(Part);
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DebugTools.AssertNotNull(old);
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OnRemovedFromPart(old);
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}
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public void RemovedFromPartInBody(IBody oldBody, IBodyPart oldPart)
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{
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DebugTools.AssertNull(Body);
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DebugTools.AssertNull(Part);
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DebugTools.AssertNotNull(oldBody);
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DebugTools.AssertNotNull(oldPart);
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OnRemovedFromPartInBody(oldBody, oldPart);
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}
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protected virtual void OnAddedToBody(IBody body) { }
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protected virtual void OnAddedToPart(IBodyPart part) { }
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protected virtual void OnAddedToPartInBody(IBody body, IBodyPart part) { }
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protected virtual void OnRemovedFromBody(IBody old) { }
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protected virtual void OnRemovedFromPart(IBodyPart old) { }
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protected virtual void OnRemovedFromPartInBody(IBody oldBody, IBodyPart oldPart) { }
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}
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}
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@@ -1,8 +0,0 @@
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#nullable enable
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class SharedHeartBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Heart";
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}
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}
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@@ -1,39 +0,0 @@
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#nullable enable
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class SharedLungBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Lung";
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[ViewVariables] public abstract float Temperature { get; }
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[ViewVariables] public abstract float Volume { get; }
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[ViewVariables] public LungStatus Status { get; set; }
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[ViewVariables] public float CycleDelay { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, l => l.CycleDelay, "cycleDelay", 2);
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}
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public abstract void Inhale(float frameTime);
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public abstract void Exhale(float frameTime);
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public abstract void Gasp();
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}
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public enum LungStatus
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{
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None = 0,
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Inhaling,
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Exhaling
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}
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}
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@@ -1,171 +0,0 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Body.Networks;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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/// <summary>
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/// Where reagents go when ingested. Tracks ingested reagents over time, and
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/// eventually transfers them to <see cref="SharedBloodstreamComponent"/> once digested.
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/// </summary>
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public abstract class SharedStomachBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Stomach";
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private float _accumulatedFrameTime;
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/// <summary>
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/// Updates digestion status of ingested reagents.
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/// Once reagents surpass _digestionDelay they are moved to the
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/// bloodstream, where they are then metabolized.
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/// </summary>
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/// <param name="frameTime">
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/// The time since the last update in seconds.
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/// </param>
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public override void Update(float frameTime)
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{
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if (Body == null)
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{
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return;
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}
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_accumulatedFrameTime += frameTime;
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// Update at most once per second
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if (_accumulatedFrameTime < 1)
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{
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return;
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}
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_accumulatedFrameTime -= 1;
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if (!Body.Owner.TryGetComponent(out SharedSolutionContainerComponent? solution) ||
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!Body.Owner.TryGetComponent(out SharedBloodstreamComponent? bloodstream))
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{
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return;
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}
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// Add reagents ready for transfer to bloodstream to transferSolution
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var transferSolution = new Solution();
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// Use ToList here to remove entries while iterating
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foreach (var delta in _reagentDeltas.ToList())
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{
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//Increment lifetime of reagents
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delta.Increment(frameTime);
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if (delta.Lifetime > _digestionDelay)
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{
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solution.TryRemoveReagent(delta.ReagentId, delta.Quantity);
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transferSolution.AddReagent(delta.ReagentId, delta.Quantity);
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_reagentDeltas.Remove(delta);
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}
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}
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// Transfer digested reagents to bloodstream
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bloodstream.TryTransferSolution(transferSolution);
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}
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/// <summary>
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/// Max volume of internal solution storage
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/// </summary>
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public ReagentUnit MaxVolume
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{
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get => Owner.TryGetComponent(out SharedSolutionContainerComponent? solution) ? solution.MaxVolume : ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SharedSolutionContainerComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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/// <summary>
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/// Initial internal solution storage volume
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/// </summary>
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[ViewVariables]
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protected ReagentUnit InitialMaxVolume { get; private set; }
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/// <summary>
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/// Time in seconds between reagents being ingested and them being
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/// transferred to <see cref="SharedBloodstreamComponent"/>
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/// </summary>
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[ViewVariables]
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private float _digestionDelay;
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/// <summary>
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/// Used to track how long each reagent has been in the stomach
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/// </summary>
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[ViewVariables]
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private readonly List<ReagentDelta> _reagentDeltas = new List<ReagentDelta>();
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, s => s.InitialMaxVolume, "maxVolume", ReagentUnit.New(100));
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serializer.DataField(ref _digestionDelay, "digestionDelay", 20);
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}
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public bool CanTransferSolution(Solution solution)
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{
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if (!Owner.TryGetComponent(out SharedSolutionContainerComponent? solutionComponent))
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{
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return false;
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}
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// TODO: For now no partial transfers. Potentially change by design
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if (!solutionComponent.CanAddSolution(solution))
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{
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return false;
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}
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return true;
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}
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public bool TryTransferSolution(Solution solution)
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{
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if (!CanTransferSolution(solution))
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return false;
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if (!Owner.TryGetComponent(out SharedSolutionContainerComponent? solutionComponent))
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{
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return false;
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}
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// Add solution to _stomachContents
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solutionComponent.TryAddSolution(solution, false, true);
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// Add each reagent to _reagentDeltas. Used to track how long each reagent has been in the stomach
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foreach (var reagent in solution.Contents)
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{
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_reagentDeltas.Add(new ReagentDelta(reagent.ReagentId, reagent.Quantity));
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}
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return true;
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}
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/// <summary>
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/// Used to track quantity changes when ingesting & digesting reagents
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/// </summary>
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protected class ReagentDelta
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{
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public readonly string ReagentId;
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public readonly ReagentUnit Quantity;
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public float Lifetime { get; private set; }
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public ReagentDelta(string reagentId, ReagentUnit quantity)
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{
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ReagentId = reagentId;
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Quantity = quantity;
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Lifetime = 0.0f;
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}
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public void Increment(float delta) => Lifetime += delta;
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}
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}
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}
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@@ -1,4 +1,7 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -10,6 +13,8 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
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IBodyPart? Part { get; set; }
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IReadOnlyDictionary<Type, IMechanismBehavior> Behaviors { get; }
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/// <summary>
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/// Professional description of the <see cref="IMechanism"/>.
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/// </summary>
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@@ -55,6 +60,21 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
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/// </summary>
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BodyPartCompatibility Compatibility { get; set; }
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/// <summary>
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/// Adds a behavior if it does not exist already.
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/// </summary>
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/// <typeparam name="T">The behavior type to add.</typeparam>
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/// <returns>
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/// True if the behavior already existed, false if it had to be created.
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/// </returns>
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bool EnsureBehavior<T>(out T behavior) where T : IMechanismBehavior, new();
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bool HasBehavior<T>() where T : IMechanismBehavior;
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bool TryRemoveBehavior<T>() where T : IMechanismBehavior;
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void Update(float frameTime);
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// TODO BODY Turn these into event listeners so they dont need to be exposed
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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@@ -1,77 +0,0 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Content.Shared.GameObjects.Components.Body.Part;
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namespace Content.Shared.GameObjects.Components.Body.Mechanism
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{
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public static class MechanismExtensions
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{
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public static bool HasMechanismBehavior<T>(this IBody body)
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{
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return body.Parts.Values.Any(p => p.HasMechanismBehavior<T>());
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}
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public static bool HasMechanismBehavior<T>(this IBodyPart part)
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{
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return part.Mechanisms.Any(m => m.Owner.HasComponent<T>());
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}
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public static bool HasMechanismBehavior<T>(this IMechanism mechanism)
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{
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return mechanism.Owner.HasComponent<T>();
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}
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public static IEnumerable<IMechanismBehavior> GetMechanismBehaviors(this IBody body)
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{
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foreach (var part in body.Parts.Values)
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foreach (var mechanism in part.Mechanisms)
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foreach (var behavior in mechanism.Owner.GetAllComponents<IMechanismBehavior>())
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{
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yield return behavior;
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}
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}
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public static bool TryGetMechanismBehaviors(this IBody body,
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[NotNullWhen(true)] out List<IMechanismBehavior>? behaviors)
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{
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behaviors = body.GetMechanismBehaviors().ToList();
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if (behaviors.Count == 0)
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{
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behaviors = null;
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return false;
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}
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return true;
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}
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public static IEnumerable<T> GetMechanismBehaviors<T>(this IBody body) where T : class, IMechanismBehavior
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{
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foreach (var part in body.Parts.Values)
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foreach (var mechanism in part.Mechanisms)
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{
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if (mechanism.Owner.TryGetComponent(out T? behavior))
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{
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yield return behavior;
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}
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}
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}
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public static bool TryGetMechanismBehaviors<T>(this IBody entity, [NotNullWhen(true)] out List<T>? behaviors)
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where T : class, IMechanismBehavior
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{
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behaviors = entity.GetMechanismBehaviors<T>().ToList();
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if (behaviors.Count == 0)
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{
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behaviors = null;
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return false;
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}
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return true;
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}
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}
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}
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@@ -1,10 +1,14 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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@@ -14,11 +18,12 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
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{
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public override string Name => "Mechanism";
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private IBodyPart? _part;
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protected readonly Dictionary<int, object> OptionsCache = new Dictionary<int, object>();
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protected IBody? BodyCache;
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protected int IdHash;
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protected IEntity? PerformerCache;
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private IBodyPart? _part;
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private readonly Dictionary<Type, IMechanismBehavior> _behaviors = new Dictionary<Type, IMechanismBehavior>();
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public IBody? Body => Part?.Body;
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@@ -61,6 +66,8 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
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}
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}
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public IReadOnlyDictionary<Type, IMechanismBehavior> Behaviors => _behaviors;
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public string Description { get; set; } = string.Empty;
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public string ExamineMessage { get; set; } = string.Empty;
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@@ -98,6 +105,91 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
|
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serializer.DataField(this, m => m.Size, "size", 1);
|
||||
|
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serializer.DataField(this, m => m.Compatibility, "compatibility", BodyPartCompatibility.Universal);
|
||||
|
||||
var moduleManager = IoCManager.Resolve<IModuleManager>();
|
||||
|
||||
if (moduleManager.IsServerModule)
|
||||
{
|
||||
serializer.DataReadWriteFunction(
|
||||
"behaviors",
|
||||
null!,
|
||||
behaviors =>
|
||||
{
|
||||
if (behaviors == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var behavior in behaviors)
|
||||
{
|
||||
var type = behavior.GetType();
|
||||
|
||||
if (!_behaviors.TryAdd(type, behavior))
|
||||
{
|
||||
Logger.Warning($"Duplicate behavior in {nameof(SharedMechanismComponent)} for entity {Owner.Name}: {type}.");
|
||||
continue;
|
||||
}
|
||||
|
||||
IoCManager.InjectDependencies(behavior);
|
||||
}
|
||||
},
|
||||
() => _behaviors.Values.ToList());
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.Initialize(this);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.Startup();
|
||||
}
|
||||
}
|
||||
|
||||
public bool EnsureBehavior<T>(out T behavior) where T : IMechanismBehavior, new()
|
||||
{
|
||||
if (_behaviors.TryGetValue(typeof(T), out var rawBehavior))
|
||||
{
|
||||
behavior = (T) rawBehavior;
|
||||
return true;
|
||||
}
|
||||
|
||||
behavior = new T();
|
||||
IoCManager.InjectDependencies(behavior);
|
||||
_behaviors.Add(typeof(T), behavior);
|
||||
behavior.Initialize(this);
|
||||
behavior.Startup();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool HasBehavior<T>() where T : IMechanismBehavior
|
||||
{
|
||||
return _behaviors.ContainsKey(typeof(T));
|
||||
}
|
||||
|
||||
public bool TryRemoveBehavior<T>() where T : IMechanismBehavior
|
||||
{
|
||||
return _behaviors.Remove(typeof(T));
|
||||
}
|
||||
|
||||
public void Update(float frameTime)
|
||||
{
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.Update(frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddedToBody(IBody body)
|
||||
@@ -105,9 +197,7 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
|
||||
DebugTools.AssertNotNull(Body);
|
||||
DebugTools.AssertNotNull(body);
|
||||
|
||||
OnAddedToBody(body);
|
||||
|
||||
foreach (var behavior in Owner.GetAllComponents<IMechanismBehavior>())
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.AddedToBody(body);
|
||||
}
|
||||
@@ -119,9 +209,8 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
Owner.Transform.AttachParent(part.Owner);
|
||||
OnAddedToPart(part);
|
||||
|
||||
foreach (var behavior in Owner.GetAllComponents<IMechanismBehavior>().ToArray())
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.AddedToPart(part);
|
||||
}
|
||||
@@ -135,9 +224,8 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
Owner.Transform.AttachParent(part.Owner);
|
||||
OnAddedToPartInBody(body, part);
|
||||
|
||||
foreach (var behavior in Owner.GetAllComponents<IMechanismBehavior>())
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.AddedToPartInBody(body, part);
|
||||
}
|
||||
@@ -148,9 +236,7 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
|
||||
DebugTools.AssertNull(Body);
|
||||
DebugTools.AssertNotNull(old);
|
||||
|
||||
OnRemovedFromBody(old);
|
||||
|
||||
foreach (var behavior in Owner.GetAllComponents<IMechanismBehavior>())
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.RemovedFromBody(old);
|
||||
}
|
||||
@@ -162,9 +248,8 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
|
||||
DebugTools.AssertNotNull(old);
|
||||
|
||||
Owner.Transform.AttachToGridOrMap();
|
||||
OnRemovedFromPart(old);
|
||||
|
||||
foreach (var behavior in Owner.GetAllComponents<IMechanismBehavior>())
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.RemovedFromPart(old);
|
||||
}
|
||||
@@ -178,24 +263,11 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
|
||||
DebugTools.AssertNotNull(oldPart);
|
||||
|
||||
Owner.Transform.AttachToGridOrMap();
|
||||
OnRemovedFromPartInBody(oldBody, oldPart);
|
||||
|
||||
foreach (var behavior in Owner.GetAllComponents<IMechanismBehavior>())
|
||||
foreach (var behavior in _behaviors.Values)
|
||||
{
|
||||
behavior.RemovedFromPartInBody(oldBody, oldPart);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnAddedToBody(IBody body) { }
|
||||
|
||||
protected virtual void OnAddedToPart(IBodyPart part) { }
|
||||
|
||||
protected virtual void OnAddedToPartInBody(IBody body, IBodyPart part) { }
|
||||
|
||||
protected virtual void OnRemovedFromBody(IBody old) { }
|
||||
|
||||
protected virtual void OnRemovedFromPart(IBodyPart old) { }
|
||||
|
||||
protected virtual void OnRemovedFromPartInBody(IBody oldBody, IBodyPart oldPart) { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Nutrition
|
||||
{
|
||||
/// <summary>
|
||||
/// Shared class for stomach components
|
||||
/// </summary>
|
||||
public class SharedStomachComponent : Component
|
||||
{
|
||||
public override string Name => "Stomach";
|
||||
}
|
||||
}
|
||||
21
Content.Shared/GameObjects/EntitySystems/MechanismSystem.cs
Normal file
21
Content.Shared/GameObjects/EntitySystems/MechanismSystem.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using Content.Shared.GameObjects.Components.Body.Behavior;
|
||||
using Content.Shared.GameObjects.Components.Body.Mechanism;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class MechanismSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var mechanism in ComponentManager.EntityQuery<IMechanism>())
|
||||
{
|
||||
mechanism.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user