Change all of body system to use entities and components (#2074)

* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
This commit is contained in:
DrSmugleaf
2020-10-10 15:25:13 +02:00
committed by GitHub
parent 73c730d06c
commit dd385a0511
165 changed files with 4232 additions and 4650 deletions

View File

@@ -1,27 +1,27 @@
#nullable enable
using Content.Shared.Body.Surgery;
using Content.Shared.GameObjects.Components.Body.Surgery;
using JetBrains.Annotations;
using Robust.Client.GameObjects.Components.UserInterface;
using Robust.Shared.GameObjects.Components.UserInterface;
namespace Content.Client.GameObjects.Components.Body.Surgery
{
// TODO : Make window close if target or surgery tool gets too far away from user.
// TODO BODY Make window close if target or surgery tool gets too far away from user.
/// <summary>
/// Generic client-side UI list popup that allows users to choose from an option
/// of limbs or organs to operate on.
/// </summary>
[UsedImplicitly]
public class GenericSurgeryBoundUserInterface : BoundUserInterface
public class SurgeryBoundUserInterface : BoundUserInterface
{
private GenericSurgeryWindow? _window;
private SurgeryWindow? _window;
public GenericSurgeryBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { }
public SurgeryBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { }
protected override void Open()
{
_window = new GenericSurgeryWindow();
_window = new SurgeryWindow();
_window.OpenCentered();
_window.OnClose += Close;

View File

@@ -8,7 +8,7 @@ using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Body.Surgery
{
public class GenericSurgeryWindow : SS14Window
public class SurgeryWindow : SS14Window
{
public delegate void OptionSelectedCallback(int selectedOptionData);
@@ -17,7 +17,7 @@ namespace Content.Client.GameObjects.Components.Body.Surgery
protected override Vector2? CustomSize => (300, 400);
public GenericSurgeryWindow()
public SurgeryWindow()
{
Title = Loc.GetString("Select surgery target...");
RectClipContent = true;