Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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#nullable enable
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.Body.Part
{
/// <summary>
/// Determines whether two <see cref="IBodyPart"/>s can connect.
/// </summary>
[Serializable, NetSerializable]
public enum BodyPartCompatibility
{
Universal = 0,
Biological,
Mechanical
}
}

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#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Body.Part.Property;
namespace Content.Shared.Body.Part
{
public static class BodyPartExtensions
{
/// <summary>
/// Checks if the given <see cref="IBodyPart"/> has the specified property.
/// </summary>
/// <param name="part">The <see cref="IBodyPart"/> to check in.</param>
/// <param name="type">
/// The type of <see cref="IBodyPartProperty"/> to check for.
/// </param>
/// <returns>true if found, false otherwise.</returns>
public static bool HasProperty(this IBodyPart part, Type type)
{
return part.Owner.HasComponent(type);
}
/// <summary>
/// Checks if the given <see cref="IBodyPart"/> has the specified property.
/// </summary>
/// <param name="part">The <see cref="IBodyPart"/> to check in.</param>
/// <typeparam name="T">
/// The type of <see cref="IBodyPartProperty"/> to check for.
/// </typeparam>
/// <returns>true if found, false otherwise.</returns>
public static bool HasProperty<T>(this IBodyPart part) where T : class, IBodyPartProperty
{
return part.HasProperty(typeof(T));
}
/// <summary>
/// Tries to retrieve the <see cref="IBodyPartProperty"/> with the
/// specified type.
/// </summary>
/// <param name="part">The <see cref="IBodyPart"/> to search in.</param>
/// <param name="type">
/// The type of <see cref="IBodyPartProperty"/> to search for.
/// </param>
/// <param name="property">
/// The property, if it was found. Null otherwise.
/// </param>
/// <returns>
/// true if a component with the specified type was found, false otherwise.
/// </returns>
public static bool TryGetProperty(this IBodyPart part, Type type,
[NotNullWhen(true)] out IBodyPartProperty? property)
{
if (!part.Owner.TryGetComponent(type, out var component))
{
property = null;
return false;
}
return (property = component as IBodyPartProperty) != null;
}
/// <summary>
/// Tries to retrieve the <see cref="IBodyPartProperty"/> with the
/// specified type.
/// </summary>
/// <param name="part">The <see cref="IBodyPart"/> to search in.</param>
/// <typeparam name="T">
/// The type of <see cref="IBodyPartProperty"/> to search for.
/// </typeparam>
/// <param name="property">
/// The property, if it was found. Null otherwise.
/// </param>
/// <returns>
/// true if a component with the specified type was found, false otherwise.
/// </returns>
public static bool TryGetProperty<T>(this IBodyPart part, [NotNullWhen(true)] out T? property) where T : class, IBodyPartProperty
{
return part.Owner.TryGetComponent(out property);
}
}
}

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#nullable enable
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.Body.Part
{
/// <summary>
/// Defines the symmetry of a <see cref="IBodyPart"/>.
/// </summary>
[Serializable, NetSerializable]
public enum BodyPartSymmetry
{
None = 0,
Left,
Right
}
}

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#nullable enable
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.Body.Part
{
/// <summary>
/// Defines the type of a <see cref="IBodyPart"/>.
/// </summary>
[Serializable, NetSerializable]
public enum BodyPartType
{
Other = 0,
Torso,
Head,
Arm,
Hand,
Leg,
Foot
}
}

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#nullable enable
using System.Collections.Generic;
using Content.Shared.Body.Components;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Surgery;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.Body.Part
{
public interface IBodyPart : IComponent, IBodyPartContainer
{
/// <summary>
/// The <see cref="IBody"/> to which this <see cref="IBodyPart"/> is
/// attached to.
/// </summary>
IBody? Body { get; set; }
/// <summary>
/// The string to show when displaying this part's name to players.
/// </summary>
string DisplayName { get; }
/// <summary>
/// <see cref="BodyPartType"/> that this <see cref="IBodyPart"/> is considered
/// to be.
/// For example, <see cref="BodyPartType.Arm"/>.
/// </summary>
BodyPartType PartType { get; }
/// <summary>
/// Determines how many mechanisms can be fit inside this
/// <see cref="IBodyPart"/>.
/// </summary>
int Size { get; }
// TODO BODY Mechanisms occupying different parts at the body level
/// <summary>
/// Collection of all <see cref="IMechanism"/>s currently inside this
/// <see cref="IBodyPart"/>.
/// To add and remove from this list see <see cref="TryAddMechanism"/> and
/// <see cref="RemoveMechanism"/>
/// </summary>
IReadOnlyCollection<IMechanism> Mechanisms { get; }
/// <summary>
/// Whether or not the owning <see cref="Body"/> will die if all
/// <see cref="IBodyPart"/>s of this type are removed from it.
/// </summary>
public bool IsVital { get; }
/// <summary>
/// The symmetry of this <see cref="IBodyPart"/>.
/// </summary>
public BodyPartSymmetry Symmetry { get; }
/// <summary>
/// Checks if the given <see cref="SurgeryType"/> can be used on
/// the current state of this <see cref="IBodyPart"/>.
/// </summary>
/// <returns>True if it can be used, false otherwise.</returns>
bool SurgeryCheck(SurgeryType surgery);
/// <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);
/// <summary>
/// Checks if another <see cref="IBodyPart"/> can be connected to this one.
/// </summary>
/// <param name="part">The part to connect.</param>
/// <returns>True if it can be connected, false otherwise.</returns>
bool CanAttachPart(IBodyPart part);
/// <summary>
/// Checks if a <see cref="IMechanism"/> can be added on this
/// <see cref="IBodyPart"/>.
/// </summary>
/// <returns>True if it can be added, false otherwise.</returns>
bool CanAddMechanism(IMechanism mechanism);
/// <summary>
/// Tries to add a <see cref="IMechanism"/> to this body.
/// </summary>
/// <param name="mechanism">The mechanism to add.</param>
/// <param name="force">
/// Whether or not to check if the mechanism is compatible.
/// Passing true does not guarantee it to be added, for example if
/// it was already added before.
/// </param>
/// <returns>true if added, false otherwise even if it was already added.</returns>
bool TryAddMechanism(IMechanism mechanism, bool force = false);
/// <summary>
/// Tries to remove the given <see cref="mechanism"/> from this
/// <see cref="IBodyPart"/>.
/// </summary>
/// <param name="mechanism">The mechanism to remove.</param>
/// <returns>True if it was removed, false otherwise.</returns>
bool RemoveMechanism(IMechanism mechanism);
/// <summary>
/// Tries to remove the given <see cref="mechanism"/> from this
/// <see cref="IBodyPart"/> and drops it at the specified coordinates.
/// </summary>
/// <param name="mechanism">The mechanism to remove.</param>
/// <param name="dropAt">The coordinates to drop it at.</param>
/// <returns>True if it was removed, false otherwise.</returns>
bool RemoveMechanism(IMechanism mechanism, EntityCoordinates dropAt);
/// <summary>
/// Tries to destroy the given <see cref="IMechanism"/> from
/// this <see cref="IBodyPart"/>.
/// The mechanism won't be deleted if it is not in this body part.
/// </summary>
/// <returns>
/// True if the mechanism was in this body part and destroyed,
/// false otherwise.
/// </returns>
bool DeleteMechanism(IMechanism mechanism);
/// <summary>
/// Gibs the body part.
/// </summary>
void Gib();
}
}

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#nullable enable
using System;
using Robust.Shared.GameObjects;
namespace Content.Shared.Body.Part
{
/// <summary>
/// This interface gives components behavior when a body part
/// is added to their owning entity.
/// </summary>
public interface IBodyPartAdded : IComponent
{
/// <summary>
/// Called when a <see cref="IBodyPart"/> is added to the
/// entity owning this component.
/// </summary>
/// <param name="args">Information about the part that was added.</param>
void BodyPartAdded(BodyPartAddedEventArgs args);
}
public class BodyPartAddedEventArgs : EventArgs
{
public BodyPartAddedEventArgs(string slot, IBodyPart part)
{
Slot = slot;
Part = part;
}
/// <summary>
/// The slot that <see cref="Part"/> was added to.
/// </summary>
public string Slot { get; }
/// <summary>
/// The part that was added.
/// </summary>
public IBodyPart Part { get; }
}
}

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#nullable enable
namespace Content.Shared.Body.Part
{
/// <summary>
/// Defines a component as being capable of containing parts.
/// Used during surgery.
/// </summary>
// TODO BODY Remove
public interface IBodyPartContainer
{
}
}

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#nullable enable
using System;
namespace Content.Shared.Body.Part
{
/// <summary>
/// This interface gives components behavior when a body part
/// is removed from their owning entity.
/// </summary>
public interface IBodyPartRemoved
{
/// <summary>
/// Called when a <see cref="IBodyPart"/> is removed from the
/// entity owning this component.
/// </summary>
/// <param name="args">Information about the part that was removed.</param>
void BodyPartRemoved(BodyPartRemovedEventArgs args);
}
public class BodyPartRemovedEventArgs : EventArgs
{
public BodyPartRemovedEventArgs(string slot, IBodyPart part)
{
Slot = slot;
Part = part;
}
/// <summary>
/// The slot that <see cref="Part"/> was removed from.
/// </summary>
public string Slot { get; }
/// <summary>
/// The part that was removed.
/// </summary>
public IBodyPart Part { get; }
}
}

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#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Property attachable to a <see cref="IBodyPart"/>.
/// For example, this is used to define the speed capabilities of a leg.
/// The movement system will look for a <see cref="LegComponent"/> on all
/// <see cref="IBodyPart"/>.
/// </summary>
public abstract class BodyPartPropertyComponent : Component, IBodyPartProperty
{
/// <summary>
/// Whether this property is currently active.
/// </summary>
[DataField("active")]
public bool Active { get; set; } = true;
}
}

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#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines the length of a <see cref="IBodyPart"/>.
/// </summary>
[RegisterComponent]
public class ExtensionComponent : BodyPartPropertyComponent
{
public override string Name => "Extension";
/// <summary>
/// Current distance in tiles.
/// </summary>
[DataField("distance")]
public float Distance { get; set; } = 3f;
}
}

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#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines a <see cref="IBodyPart"/> as being able to grasp around an entity,
/// for example picking up an item.
/// </summary>
// TODO BODY Implement
[RegisterComponent]
public class GraspComponent : BodyPartPropertyComponent
{
public override string Name => "Grasp";
}
}

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#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines a property for a <see cref="IBodyPart"/>.
/// </summary>
public interface IBodyPartProperty : IComponent
{
bool Active { get; set; }
}
}

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#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines the speed at which a <see cref="IBodyPart"/> can move.
/// </summary>
[RegisterComponent]
public class LegComponent : BodyPartPropertyComponent
{
public override string Name => "Leg";
/// <summary>
/// Speed in tiles per second.
/// </summary>
[DataField("speed")]
public float Speed { get; set; } = 2.6f;
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Body.Components;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Surgery;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Body.Part
{
public abstract class SharedBodyPartComponent : Component, IBodyPart
{
public override string Name => "BodyPart";
public override uint? NetID => ContentNetIDs.BODY_PART;
private IBody? _body;
// TODO BODY Remove
[DataField("mechanisms")]
private List<string> _mechanismIds = new();
public IReadOnlyList<string> MechanismIds => _mechanismIds;
[ViewVariables]
private readonly HashSet<IMechanism> _mechanisms = new();
[ViewVariables]
public IBody? Body
{
get => _body;
set
{
if (_body == value)
{
return;
}
var old = _body;
_body = value;
if (old != null)
{
RemovedFromBody(old);
}
if (value != null)
{
AddedToBody(value);
}
}
}
[ViewVariables]
public string DisplayName => Name;
[ViewVariables]
[DataField("partType")]
public BodyPartType PartType { get; private set; } = BodyPartType.Other;
[ViewVariables] [DataField("size")] public int Size { get; private set; } = 1;
[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]
[DataField("compatibility")]
public BodyPartCompatibility Compatibility { get; private set; } = BodyPartCompatibility.Universal;
/// <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]
[DataField("vital")]
public bool IsVital { get; private set; } = false;
[ViewVariables]
[DataField("symmetry")]
public BodyPartSymmetry Symmetry { get; private set; } = BodyPartSymmetry.None;
[ViewVariables]
public ISurgeryData? SurgeryDataComponent => Owner.GetComponentOrNull<ISurgeryData>();
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 ComponentState GetComponentState(ICommonSession player)
{
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 not 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 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 virtual 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;
}
private void AddedToBody(IBody body)
{
Owner.Transform.LocalRotation = 0;
Owner.Transform.AttachParent(body.Owner);
OnAddedToBody(body);
foreach (var mechanism in _mechanisms)
{
mechanism.AddedToBody(body);
}
}
private void RemovedFromBody(IBody old)
{
if (!Owner.Transform.Deleted)
{
Owner.Transform.AttachToGridOrMap();
}
OnRemovedFromBody(old);
foreach (var mechanism in _mechanisms)
{
mechanism.RemovedFromBody(old);
}
}
protected virtual void OnAddedToBody(IBody body) { }
protected virtual void OnRemovedFromBody(IBody old) { }
public virtual void Gib()
{
foreach (var mechanism in _mechanisms)
{
RemoveMechanism(mechanism);
}
}
}
[Serializable, NetSerializable]
public class BodyPartComponentState : ComponentState
{
[NonSerialized] 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;
}
}
}