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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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;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using YamlDotNet.RepresentationModel;
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namespace Content.Shared.Body.Part
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{
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/// <summary>
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/// Prototype for the BodyPart class.
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/// </summary>
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[Prototype("bodyPart")]
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[Serializable, NetSerializable]
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public class BodyPartPrototype : IPrototype, IIndexedPrototype
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{
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private BodyPartCompatibility _compatibility;
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private string _damageContainerPresetId;
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private int _destroyThreshold;
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private int _durability;
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private string _id;
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private List<string> _mechanisms;
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private string _name;
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private BodyPartType _partType;
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private string _plural;
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private List<IExposeData> _properties;
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private float _resistance;
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private string _resistanceSetId;
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private string _rsiPath;
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private string _rsiState;
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private int _size;
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private string _surgeryDataName;
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private bool _isVital;
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[ViewVariables] public string Name => _name;
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[ViewVariables] public string Plural => _plural;
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[ViewVariables] public string RSIPath => _rsiPath;
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[ViewVariables] public string RSIState => _rsiState;
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[ViewVariables] public BodyPartType PartType => _partType;
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[ViewVariables] public int Durability => _durability;
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[ViewVariables] public int DestroyThreshold => _destroyThreshold;
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[ViewVariables] public float Resistance => _resistance;
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[ViewVariables] public int Size => _size;
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[ViewVariables] public BodyPartCompatibility Compatibility => _compatibility;
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[ViewVariables] public string DamageContainerPresetId => _damageContainerPresetId;
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[ViewVariables] public string ResistanceSetId => _resistanceSetId;
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[ViewVariables] public string SurgeryDataName => _surgeryDataName;
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[ViewVariables] public List<IExposeData> Properties => _properties;
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[ViewVariables] public List<string> Mechanisms => _mechanisms;
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[ViewVariables] public string ID => _id;
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[ViewVariables] public bool IsVital => _isVital;
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public virtual void LoadFrom(YamlMappingNode mapping)
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{
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var serializer = YamlObjectSerializer.NewReader(mapping);
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serializer.DataField(ref _name, "name", string.Empty);
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serializer.DataField(ref _id, "id", string.Empty);
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serializer.DataField(ref _plural, "plural", string.Empty);
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serializer.DataField(ref _rsiPath, "rsiPath", string.Empty);
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serializer.DataField(ref _rsiState, "rsiState", string.Empty);
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serializer.DataField(ref _partType, "partType", BodyPartType.Other);
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serializer.DataField(ref _surgeryDataName, "surgeryDataType", "BiologicalSurgeryData");
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serializer.DataField(ref _durability, "durability", 50);
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serializer.DataField(ref _destroyThreshold, "destroyThreshold", -50);
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serializer.DataField(ref _resistance, "resistance", 0f);
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serializer.DataField(ref _size, "size", 0);
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serializer.DataField(ref _compatibility, "compatibility", BodyPartCompatibility.Universal);
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serializer.DataField(ref _damageContainerPresetId, "damageContainer", string.Empty);
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serializer.DataField(ref _resistanceSetId, "resistances", string.Empty);
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serializer.DataField(ref _properties, "properties", new List<IExposeData>());
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serializer.DataField(ref _mechanisms, "mechanisms", new List<string>());
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serializer.DataField(ref _isVital, "isVital", false);
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foreach (var property in _properties)
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{
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if (_properties.Count(x => x.GetType() == property.GetType()) > 1)
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{
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throw new InvalidOperationException(
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$"Multiple {nameof(BodyPartPrototype)} of the same type were defined in prototype {ID}");
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}
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}
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}
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}
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}
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@@ -1,23 +0,0 @@
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part.Properties
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{
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/// <summary>
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/// Property attachable to a <see cref="BodyPart"/>.
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/// For example, this is used to define the speed capabilities of a
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/// leg. The movement system will look for a LegProperty on all BodyParts.
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/// </summary>
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public abstract class BodyPartProperty : IExposeData
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{
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/// <summary>
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/// Whether this property is currently active.
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/// </summary>
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public bool Active;
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public virtual void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref Active, "active", true);
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}
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}
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}
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@@ -1,11 +0,0 @@
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namespace Content.Shared.Body.Part.Properties.Movement
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{
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/// <summary>
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/// Defines the leg-based locomotion ability of a BodyPart. Required for humanoid-like movement. Must be connected to a
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/// <see cref="BodyPart" /> with
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/// <see cref="LegProperty" /> and <see cref="ExtensionProperty" /> to work.
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/// </summary>
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public class FootProperty : BodyPartProperty
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{
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}
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}
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@@ -1,23 +0,0 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part.Properties.Movement
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{
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/// <summary>
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/// Defines the speed of humanoid-like movement. Must be connected to a
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/// <see cref="BodyPart" /> with <see cref="FootProperty" /> and have
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/// <see cref="ExtensionProperty" /> on the same organ and down to the foot to work.
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/// </summary>
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public class LegProperty : BodyPartProperty
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{
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/// <summary>
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/// Speed (in tiles per second).
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/// </summary>
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public float Speed;
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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(ref Speed, "speed", 1f);
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}
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}
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}
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@@ -1,21 +0,0 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part.Properties.Other
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{
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/// <summary>
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/// Defines the extension ability of a BodyPart. Used to determine things like reach distance and running speed.
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/// </summary>
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public class ExtensionProperty : BodyPartProperty
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{
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/// <summary>
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/// Current reach distance (in tiles).
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/// </summary>
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public float ReachDistance;
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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(ref ReachDistance, "reachDistance", 2f);
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}
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}
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}
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@@ -1,10 +0,0 @@
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namespace Content.Shared.Body.Part.Properties.Other
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{
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/// <summary>
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/// Defines the item grasping ability of a BodyPart. Distance is determined by the
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/// <see cref="ExtensionProperty">ExtensionProperties</see> of the current BodyPart or attached BodyParts.
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/// </summary>
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public class GraspProperty : BodyPartProperty
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{
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}
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}
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