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:
@@ -0,0 +1,16 @@
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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/// <summary>
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/// Used to determine whether a BodyPart can connect to another BodyPart.
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/// </summary>
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[Serializable, NetSerializable]
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public enum BodyPartCompatibility
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{
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Universal = 0,
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Biological,
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Mechanical
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}
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}
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@@ -0,0 +1,37 @@
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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components.Body.Part.Property;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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public static class BodyPartExtensions
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{
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public static bool HasProperty(this IBodyPart part, Type type)
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{
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return part.Owner.HasComponent(type);
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}
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public static bool HasProperty<T>(this IBodyPart part) where T : class, IBodyPartProperty
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{
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return part.HasProperty(typeof(T));
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}
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public static bool TryGetProperty(this IBodyPart part, Type type,
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[NotNullWhen(true)] out IBodyPartProperty? property)
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{
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if (!part.Owner.TryGetComponent(type, out var component))
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{
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property = null;
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return false;
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}
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return (property = component as IBodyPartProperty) != null;
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}
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public static bool TryGetProperty<T>(this IBodyPart part, [NotNullWhen(true)] out T? property) where T : class, IBodyPartProperty
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{
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return part.Owner.TryGetComponent(out property);
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}
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}
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}
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@@ -0,0 +1,13 @@
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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[Serializable, NetSerializable]
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public enum BodyPartSymmetry
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{
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None = 0,
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Left,
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Right
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}
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}
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@@ -0,0 +1,21 @@
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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/// <summary>
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/// Each BodyPart has a BodyPartType used to determine a variety of things.
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/// For instance, what slots it can fit into.
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/// </summary>
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[Serializable, NetSerializable]
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public enum BodyPartType
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{
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Other = 0,
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Torso,
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Head,
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Arm,
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Hand,
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Leg,
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Foot
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}
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}
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110
Content.Shared/GameObjects/Components/Body/Part/IBodyPart.cs
Normal file
110
Content.Shared/GameObjects/Components/Body/Part/IBodyPart.cs
Normal file
@@ -0,0 +1,110 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Surgery;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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public interface IBodyPart : IHasBody, IBodyPartContainer
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{
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new IBody? Body { get; set; }
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/// <summary>
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/// <see cref="BodyPartType"/> that this <see cref="IBodyPart"/> is considered
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/// to be.
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/// For example, <see cref="BodyPartType.Arm"/>.
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/// </summary>
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BodyPartType PartType { get; }
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/// <summary>
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/// Plural version of this <see cref="IBodyPart"/> name.
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/// </summary>
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public string Plural { get; }
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/// <summary>
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/// Determines many things: how many mechanisms can be fit inside this
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/// <see cref="IBodyPart"/>, whether a body can fit through tiny crevices,
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/// etc.
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/// </summary>
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int Size { get; }
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// TODO BODY Mechanisms occupying different parts at the body level
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/// <summary>
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/// Collection of all <see cref="IMechanism"/>s currently inside this
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/// <see cref="IBodyPart"/>.
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/// To add and remove from this list see <see cref="AddMechanism"/> and
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/// <see cref="RemoveMechanism"/>
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/// </summary>
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IReadOnlyCollection<IMechanism> Mechanisms { get; }
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/// <summary>
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/// If body part is vital
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/// </summary>
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public bool IsVital { get; }
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public BodyPartSymmetry Symmetry { get; }
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bool Drop();
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/// <summary>
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/// Checks if the given <see cref="SurgeryType"/> can be used on
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/// the current state of this <see cref="IBodyPart"/>.
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/// </summary>
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/// <returns>True if it can be used, false otherwise.</returns>
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bool SurgeryCheck(SurgeryType surgery);
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/// <summary>
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/// Attempts to perform surgery on this <see cref="IBodyPart"/> with the given
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/// tool.
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/// </summary>
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/// <returns>True if successful, false if there was an error.</returns>
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public bool AttemptSurgery(SurgeryType toolType, IBodyPartContainer target, ISurgeon surgeon,
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IEntity performer);
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/// <summary>
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/// Checks if another <see cref="IBodyPart"/> can be connected to this one.
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/// </summary>
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/// <param name="part">The part to connect.</param>
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/// <returns>True if it can be connected, false otherwise.</returns>
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bool CanAttachPart(IBodyPart part);
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/// <summary>
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/// Checks if a <see cref="IMechanism"/> can be added on this
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/// <see cref="IBodyPart"/>.
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/// </summary>
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/// <returns>True if it can be added, false otherwise.</returns>
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bool CanAddMechanism(IMechanism mechanism);
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bool TryAddMechanism(IMechanism mechanism, bool force = false);
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/// <summary>
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/// Tries to remove the given <see cref="mechanism"/> from this
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/// <see cref="IBodyPart"/>.
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/// </summary>
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/// <param name="mechanism">The mechanism to remove.</param>
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/// <returns>True if it was removed, false otherwise.</returns>
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bool RemoveMechanism(IMechanism mechanism);
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/// <summary>
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/// Tries to remove the given <see cref="mechanism"/> from this
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/// <see cref="IBodyPart"/> and drops it at the specified coordinates.
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/// </summary>
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/// <param name="mechanism">The mechanism to remove.</param>
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/// <param name="dropAt">The coordinates to drop it at.</param>
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/// <returns>True if it was removed, false otherwise.</returns>
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bool RemoveMechanism(IMechanism mechanism, EntityCoordinates dropAt);
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/// <summary>
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/// Tries to destroy the given <see cref="IMechanism"/> from
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/// this <see cref="IBodyPart"/>.
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/// The mechanism won't be deleted if it is not in this body part.
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/// </summary>
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/// <returns>
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/// True if the mechanism was in this body part and destroyed,
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/// false otherwise.
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/// </returns>
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bool DeleteMechanism(IMechanism mechanism);
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}
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}
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@@ -0,0 +1,26 @@
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using System;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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/// <summary>
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/// This interface gives components behavior when a body part
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/// is added to their owning entity.
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/// </summary>
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public interface IBodyPartAdded
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{
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void BodyPartAdded(BodyPartAddedEventArgs args);
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}
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public class BodyPartAddedEventArgs : EventArgs
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{
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public BodyPartAddedEventArgs(IBodyPart part, string slot)
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{
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Part = part;
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Slot = slot;
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}
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public IBodyPart Part { get; }
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public string Slot { get; }
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}
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}
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@@ -0,0 +1,17 @@
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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/// <summary>
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/// Making a class inherit from this interface allows you to do many
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/// things with it in the <see cref="SurgeryData"/> class.
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/// This includes passing it as an argument to a
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/// <see cref="SurgeryData.SurgeryAction"/> delegate, as to later typecast
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/// it back to the original class type.
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/// Every BodyPart also needs an <see cref="IBodyPartContainer"/> to be
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/// its parent (i.e. the <see cref="IBody"/> holds many
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/// <see cref="IBodyPart"/>s, each of which have an upward reference to it).
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/// </summary>
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// TODO BODY Remove
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public interface IBodyPartContainer
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{
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}
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}
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@@ -0,0 +1,26 @@
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using System;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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/// <summary>
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/// This interface gives components behavior when a body part
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/// is removed from their owning entity.
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/// </summary>
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public interface IBodyPartRemoved
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{
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void BodyPartRemoved(BodyPartRemovedEventArgs args);
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}
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public class BodyPartRemovedEventArgs : EventArgs
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{
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public BodyPartRemovedEventArgs(IBodyPart part, string slot)
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{
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Part = part;
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Slot = slot;
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}
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public IBodyPart Part { get; }
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public string Slot { get; }
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}
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}
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@@ -0,0 +1,25 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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{
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/// <summary>
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/// Property attachable to a <see cref="IBodyPart"/>.
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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 BodyPartPropertyComponent : Component, IBodyPartProperty
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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 { 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, b => b.Active, "active", true);
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}
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}
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}
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@@ -0,0 +1,23 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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{
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[RegisterComponent]
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public class ExtensionComponent : BodyPartPropertyComponent
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{
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public override string Name => "Extension";
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/// <summary>
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/// Current distance (in tiles).
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/// </summary>
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public float Distance { 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, e => e.Distance, "distance", 3f);
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}
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}
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}
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@@ -0,0 +1,14 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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{
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/// <summary>
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/// Defines an entity as being able to pick up items
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/// </summary>
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// TODO BODY Implement
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[RegisterComponent]
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public class GraspComponent : BodyPartPropertyComponent
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{
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public override string Name => "Grasp";
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}
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}
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@@ -0,0 +1,9 @@
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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{
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public interface IBodyPartProperty : IComponent
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{
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bool Active { get; set; }
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}
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}
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@@ -0,0 +1,23 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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{
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[RegisterComponent]
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public class LegComponent : BodyPartPropertyComponent
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{
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public override string Name => "Leg";
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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 { 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.Speed, "speed", 2.6f);
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}
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}
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}
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@@ -0,0 +1,346 @@
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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.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Surgery;
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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.Map;
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using Robust.Shared.Serialization;
|
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Body.Part
|
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{
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public abstract class SharedBodyPartComponent : Component, IBodyPart
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{
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public override string Name => "BodyPart";
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|
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public override uint? NetID => ContentNetIDs.BODY_PART;
|
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|
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private IBody? _body;
|
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|
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// TODO BODY Remove
|
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private List<string> _mechanismIds = new List<string>();
|
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public IReadOnlyList<string> MechanismIds => _mechanismIds;
|
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|
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[ViewVariables]
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private HashSet<IMechanism> _mechanisms = new HashSet<IMechanism>();
|
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|
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[ViewVariables]
|
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public IBody? Body
|
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{
|
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get => _body;
|
||||
set
|
||||
{
|
||||
if (_body == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var old = _body;
|
||||
_body = value;
|
||||
|
||||
if (value != null)
|
||||
{
|
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foreach (var mechanism in _mechanisms)
|
||||
{
|
||||
mechanism.OnBodyAdd(old, value);
|
||||
}
|
||||
}
|
||||
else if (old != null)
|
||||
{
|
||||
foreach (var mechanism in _mechanisms)
|
||||
{
|
||||
mechanism.OnBodyRemove(old);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables] public BodyPartType PartType { get; private set; }
|
||||
|
||||
[ViewVariables] public string Plural { get; private set; } = string.Empty;
|
||||
|
||||
[ViewVariables] public int Size { get; private set; }
|
||||
|
||||
[ViewVariables] public int SizeUsed { get; private set; }
|
||||
|
||||
// TODO BODY size used
|
||||
// TODO BODY surgerydata
|
||||
|
||||
/// <summary>
|
||||
/// What types of BodyParts this <see cref="IBodyPart"/> can easily attach to.
|
||||
/// For the most part, most limbs aren't universal and require extra work to
|
||||
/// attach between types.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public BodyPartCompatibility Compatibility { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Set of all <see cref="IMechanism"/> currently inside this
|
||||
/// <see cref="IBodyPart"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public IReadOnlyCollection<IMechanism> Mechanisms => _mechanisms;
|
||||
|
||||
// TODO BODY Replace with a simulation of organs
|
||||
/// <summary>
|
||||
/// Represents if body part is vital for creature.
|
||||
/// If the last vital body part is removed creature dies
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public bool IsVital { get; private set; }
|
||||
|
||||
[ViewVariables]
|
||||
public BodyPartSymmetry Symmetry { get; private set; }
|
||||
|
||||
// TODO BODY
|
||||
[ViewVariables]
|
||||
public SurgeryDataComponent? SurgeryDataComponent => Owner.GetComponentOrNull<SurgeryDataComponent>();
|
||||
|
||||
protected virtual void OnAddMechanism(IMechanism mechanism)
|
||||
{
|
||||
var prototypeId = mechanism.Owner.Prototype!.ID;
|
||||
|
||||
if (!_mechanismIds.Contains(prototypeId))
|
||||
{
|
||||
_mechanismIds.Add(prototypeId);
|
||||
}
|
||||
|
||||
mechanism.Part = this;
|
||||
SizeUsed += mechanism.Size;
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
protected virtual void OnRemoveMechanism(IMechanism mechanism)
|
||||
{
|
||||
_mechanismIds.Remove(mechanism.Owner.Prototype!.ID);
|
||||
mechanism.Part = null;
|
||||
SizeUsed -= mechanism.Size;
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
// TODO BODY serialize any changed properties?
|
||||
|
||||
serializer.DataField(this, b => b.PartType, "partType", BodyPartType.Other);
|
||||
|
||||
serializer.DataField(this, b => b.Plural, "plural", string.Empty);
|
||||
|
||||
serializer.DataField(this, b => b.Size, "size", 1);
|
||||
|
||||
serializer.DataField(this, b => b.Compatibility, "compatibility", BodyPartCompatibility.Universal);
|
||||
|
||||
serializer.DataField(this, b => b.IsVital, "vital", false);
|
||||
|
||||
serializer.DataField(this, b => b.Symmetry, "symmetry", BodyPartSymmetry.None);
|
||||
|
||||
serializer.DataField(ref _mechanismIds, "mechanisms", new List<string>());
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
var mechanismIds = new EntityUid[_mechanisms.Count];
|
||||
|
||||
var i = 0;
|
||||
foreach (var mechanism in _mechanisms)
|
||||
{
|
||||
mechanismIds[i] = mechanism.Owner.Uid;
|
||||
i++;
|
||||
}
|
||||
|
||||
return new BodyPartComponentState(mechanismIds);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
|
||||
if (!(curState is BodyPartComponentState state))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var newMechanisms = state.Mechanisms();
|
||||
|
||||
foreach (var mechanism in _mechanisms.ToArray())
|
||||
{
|
||||
if (!newMechanisms.Contains(mechanism))
|
||||
{
|
||||
RemoveMechanism(mechanism);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var mechanism in newMechanisms)
|
||||
{
|
||||
if (!_mechanisms.Contains(mechanism))
|
||||
{
|
||||
TryAddMechanism(mechanism, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Drop()
|
||||
{
|
||||
Body = null;
|
||||
Owner.Transform.AttachToGridOrMap();
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SurgeryCheck(SurgeryType surgery)
|
||||
{
|
||||
return SurgeryDataComponent?.CheckSurgery(surgery) ?? false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to perform surgery on this <see cref="IBodyPart"/> with the given
|
||||
/// tool.
|
||||
/// </summary>
|
||||
/// <returns>True if successful, false if there was an error.</returns>
|
||||
public bool AttemptSurgery(SurgeryType toolType, IBodyPartContainer target, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
DebugTools.AssertNotNull(toolType);
|
||||
DebugTools.AssertNotNull(target);
|
||||
DebugTools.AssertNotNull(surgeon);
|
||||
DebugTools.AssertNotNull(performer);
|
||||
|
||||
return SurgeryDataComponent?.PerformSurgery(toolType, target, surgeon, performer) ?? false;
|
||||
}
|
||||
|
||||
public bool CanAttachPart(IBodyPart part)
|
||||
{
|
||||
DebugTools.AssertNotNull(part);
|
||||
|
||||
return SurgeryDataComponent?.CanAttachBodyPart(part) ?? false;
|
||||
}
|
||||
|
||||
public bool CanAddMechanism(IMechanism mechanism)
|
||||
{
|
||||
DebugTools.AssertNotNull(mechanism);
|
||||
|
||||
return SurgeryDataComponent != null &&
|
||||
SizeUsed + mechanism.Size <= Size &&
|
||||
SurgeryDataComponent.CanAddMechanism(mechanism);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to add a mechanism onto this body part.
|
||||
/// </summary>
|
||||
/// <param name="mechanism">The mechanism to try to add.</param>
|
||||
/// <param name="force">
|
||||
/// Whether or not to check if the mechanism can be added.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// True if successful, false if there was an error
|
||||
/// (e.g. not enough room in <see cref="IBodyPart"/>).
|
||||
/// Will return false even when forced if the mechanism is already
|
||||
/// added in this <see cref="IBodyPart"/>.
|
||||
/// </returns>
|
||||
public bool TryAddMechanism(IMechanism mechanism, bool force = false)
|
||||
{
|
||||
DebugTools.AssertNotNull(mechanism);
|
||||
|
||||
if (!force && !CanAddMechanism(mechanism))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!_mechanisms.Add(mechanism))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
OnAddMechanism(mechanism);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool RemoveMechanism(IMechanism mechanism)
|
||||
{
|
||||
DebugTools.AssertNotNull(mechanism);
|
||||
|
||||
if (!_mechanisms.Remove(mechanism))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
OnRemoveMechanism(mechanism);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool RemoveMechanism(IMechanism mechanism, EntityCoordinates coordinates)
|
||||
{
|
||||
if (RemoveMechanism(mechanism))
|
||||
{
|
||||
mechanism.Owner.Transform.Coordinates = coordinates;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool DeleteMechanism(IMechanism mechanism)
|
||||
{
|
||||
DebugTools.AssertNotNull(mechanism);
|
||||
|
||||
if (!RemoveMechanism(mechanism))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
mechanism.Owner.Delete();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class BodyPartComponentState : ComponentState
|
||||
{
|
||||
private List<IMechanism>? _mechanisms;
|
||||
|
||||
public readonly EntityUid[] MechanismIds;
|
||||
|
||||
public BodyPartComponentState(EntityUid[] mechanismIds) : base(ContentNetIDs.BODY_PART)
|
||||
{
|
||||
MechanismIds = mechanismIds;
|
||||
}
|
||||
|
||||
public List<IMechanism> Mechanisms(IEntityManager? entityManager = null)
|
||||
{
|
||||
if (_mechanisms != null)
|
||||
{
|
||||
return _mechanisms;
|
||||
}
|
||||
|
||||
entityManager ??= IoCManager.Resolve<IEntityManager>();
|
||||
|
||||
var mechanisms = new List<IMechanism>(MechanismIds.Length);
|
||||
|
||||
foreach (var id in MechanismIds)
|
||||
{
|
||||
if (!entityManager.TryGetEntity(id, out var entity))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IMechanism? mechanism))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
mechanisms.Add(mechanism);
|
||||
}
|
||||
|
||||
return _mechanisms = mechanisms;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user