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 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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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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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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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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