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
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85
Content.Server/GameObjects/Components/Body/BodyComponent.cs
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85
Content.Server/GameObjects/Components/Body/BodyComponent.cs
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#nullable enable
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using Content.Server.Observer;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.Components.Body
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedBodyComponent))]
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[ComponentReference(typeof(IBody))]
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public class BodyComponent : SharedBodyComponent, IRelayMoveInput
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{
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private Container _container = default!;
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protected override bool CanAddPart(string slot, IBodyPart part)
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{
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return base.CanAddPart(slot, part) && _container.CanInsert(part.Owner);
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}
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protected override void OnAddPart(string slot, IBodyPart part)
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{
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base.OnAddPart(slot, part);
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_container.Insert(part.Owner);
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}
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protected override void OnRemovePart(string slot, IBodyPart part)
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{
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base.OnRemovePart(slot, part);
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_container.ForceRemove(part.Owner);
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}
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public override void Initialize()
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{
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base.Initialize();
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_container = ContainerManagerComponent.Ensure<Container>($"{Name}-{nameof(BodyComponent)}", Owner);
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foreach (var (slot, partId) in PartIds)
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{
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// Using MapPosition instead of Coordinates here prevents
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// a crash within the character preview menu in the lobby
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var entity = Owner.EntityManager.SpawnEntity(partId, Owner.Transform.MapPosition);
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if (!entity.TryGetComponent(out IBodyPart? part))
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{
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Logger.Error($"Entity {partId} does not have a {nameof(IBodyPart)} component.");
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continue;
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}
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TryAddPart(slot, part, true);
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}
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}
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protected override void Startup()
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{
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base.Startup();
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// This is ran in Startup as entities spawned in Initialize
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// are not synced to the client since they are assumed to be
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// identical on it
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foreach (var part in Parts.Values)
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{
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part.Dirty();
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}
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}
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void IRelayMoveInput.MoveInputPressed(ICommonSession session)
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{
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if (Owner.TryGetComponent(out IDamageableComponent? damageable) &&
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damageable.CurrentState == DamageState.Dead)
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{
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new Ghost().Execute(null, (IPlayerSession) session, null);
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}
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}
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}
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}
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