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.Part;
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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.GameObjects.Components.Body.Template
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{
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/// <summary>
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/// Prototype for the BodyTemplate class.
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/// </summary>
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[Prototype("bodyTemplate")]
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[Serializable, NetSerializable]
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public class BodyTemplatePrototype : IPrototype, IIndexedPrototype
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{
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private string _id;
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private string _name;
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private string _centerSlot;
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private Dictionary<string, BodyPartType> _slots;
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private Dictionary<string, List<string>> _connections;
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private Dictionary<string, string> _layers;
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private Dictionary<string, string> _mechanismLayers;
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[ViewVariables] public string ID => _id;
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[ViewVariables] public string Name => _name;
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[ViewVariables] public string CenterSlot => _centerSlot;
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[ViewVariables] public Dictionary<string, BodyPartType> Slots => new Dictionary<string, BodyPartType>(_slots);
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[ViewVariables]
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public Dictionary<string, List<string>> Connections =>
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_connections.ToDictionary(x => x.Key, x => x.Value.ToList());
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[ViewVariables] public Dictionary<string, string> Layers => new Dictionary<string, string>(_layers);
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[ViewVariables] public Dictionary<string, string> MechanismLayers => new Dictionary<string, string>(_mechanismLayers);
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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 _id, "id", string.Empty);
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serializer.DataField(ref _name, "name", string.Empty);
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serializer.DataField(ref _centerSlot, "centerSlot", string.Empty);
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serializer.DataField(ref _slots, "slots", new Dictionary<string, BodyPartType>());
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serializer.DataField(ref _connections, "connections", new Dictionary<string, List<string>>());
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serializer.DataField(ref _layers, "layers", new Dictionary<string, string>());
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serializer.DataField(ref _mechanismLayers, "mechanismLayers", new Dictionary<string, string>());
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//Our prototypes don't force the user to define a BodyPart connection twice. E.g. Head: Torso v.s. Torso: Head.
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//The user only has to do one. We want it to be that way in the code, though, so this cleans that up.
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var cleanedConnections = new Dictionary<string, List<string>>();
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foreach (var targetSlotName in _slots.Keys)
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{
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var tempConnections = new List<string>();
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foreach (var (slotName, slotConnections) in _connections)
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{
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if (slotName == targetSlotName)
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{
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foreach (var connection in slotConnections)
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{
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if (!tempConnections.Contains(connection))
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{
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tempConnections.Add(connection);
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}
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}
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}
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else if (slotConnections.Contains(targetSlotName))
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{
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tempConnections.Add(slotName);
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}
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}
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if (tempConnections.Count > 0)
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{
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cleanedConnections.Add(targetSlotName, tempConnections);
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}
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}
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_connections = cleanedConnections;
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}
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}
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}
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