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

@@ -2,12 +2,13 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Body.Behavior;
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.GameObjects.Components.Body.Respiratory;
using Content.Server.GameObjects.Components.Temperature;
using Content.Shared.Atmos;
using Content.Shared.Chemistry;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
@@ -190,9 +191,13 @@ namespace Content.Server.GameObjects.Components.Metabolism
if (bloodstreamAmount < amountNeeded)
{
// Panic inhale
if (Owner.TryGetComponent(out LungComponent lung))
if (Owner.TryGetMechanismBehaviors(out List<LungBehaviorComponent> lungs))
{
lung.Gasp();
foreach (var lung in lungs)
{
lung.Gasp();
}
bloodstreamAmount = bloodstream.Air.GetMoles(gas);
}
@@ -341,7 +346,7 @@ namespace Content.Server.GameObjects.Components.Metabolism
public void Update(float frameTime)
{
if (!Owner.TryGetComponent<IDamageableComponent>(out var damageable) ||
damageable.CurrentDamageState == DamageState.Dead)
damageable.CurrentState == DamageState.Dead)
{
return;
}