Re-organize all projects (#4166)
This commit is contained in:
17
Content.Shared/Body/Part/BodyPartCompatibility.cs
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17
Content.Shared/Body/Part/BodyPartCompatibility.cs
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part
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{
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/// <summary>
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/// Determines whether two <see cref="IBodyPart"/>s can connect.
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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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81
Content.Shared/Body/Part/BodyPartExtensions.cs
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81
Content.Shared/Body/Part/BodyPartExtensions.cs
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@@ -0,0 +1,81 @@
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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.Body.Part.Property;
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namespace Content.Shared.Body.Part
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{
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public static class BodyPartExtensions
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{
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/// <summary>
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/// Checks if the given <see cref="IBodyPart"/> has the specified property.
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/// </summary>
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/// <param name="part">The <see cref="IBodyPart"/> to check in.</param>
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/// <param name="type">
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/// The type of <see cref="IBodyPartProperty"/> to check for.
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/// </param>
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/// <returns>true if found, false otherwise.</returns>
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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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/// <summary>
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/// Checks if the given <see cref="IBodyPart"/> has the specified property.
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/// </summary>
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/// <param name="part">The <see cref="IBodyPart"/> to check in.</param>
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/// <typeparam name="T">
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/// The type of <see cref="IBodyPartProperty"/> to check for.
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/// </typeparam>
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/// <returns>true if found, false otherwise.</returns>
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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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/// <summary>
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/// Tries to retrieve the <see cref="IBodyPartProperty"/> with the
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/// specified type.
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/// </summary>
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/// <param name="part">The <see cref="IBodyPart"/> to search in.</param>
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/// <param name="type">
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/// The type of <see cref="IBodyPartProperty"/> to search for.
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/// </param>
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/// <param name="property">
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/// The property, if it was found. Null otherwise.
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/// </param>
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/// <returns>
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/// true if a component with the specified type was found, false otherwise.
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/// </returns>
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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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/// <summary>
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/// Tries to retrieve the <see cref="IBodyPartProperty"/> with the
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/// specified type.
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/// </summary>
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/// <param name="part">The <see cref="IBodyPart"/> to search in.</param>
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/// <typeparam name="T">
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/// The type of <see cref="IBodyPartProperty"/> to search for.
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/// </typeparam>
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/// <param name="property">
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/// The property, if it was found. Null otherwise.
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/// </param>
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/// <returns>
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/// true if a component with the specified type was found, false otherwise.
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/// </returns>
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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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17
Content.Shared/Body/Part/BodyPartSymmetry.cs
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17
Content.Shared/Body/Part/BodyPartSymmetry.cs
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@@ -0,0 +1,17 @@
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part
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{
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/// <summary>
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/// Defines the symmetry of a <see cref="IBodyPart"/>.
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/// </summary>
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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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21
Content.Shared/Body/Part/BodyPartType.cs
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21
Content.Shared/Body/Part/BodyPartType.cs
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part
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{
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/// <summary>
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/// Defines the type of a <see cref="IBodyPart"/>.
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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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131
Content.Shared/Body/Part/IBodyPart.cs
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131
Content.Shared/Body/Part/IBodyPart.cs
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@@ -0,0 +1,131 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Body.Surgery;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Shared.Body.Part
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{
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public interface IBodyPart : IComponent, IBodyPartContainer
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{
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/// <summary>
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/// The <see cref="IBody"/> to which this <see cref="IBodyPart"/> is
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/// attached to.
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/// </summary>
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IBody? Body { get; set; }
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/// <summary>
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/// The string to show when displaying this part's name to players.
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/// </summary>
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string DisplayName { get; }
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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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/// Determines how many mechanisms can be fit inside this
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/// <see cref="IBodyPart"/>.
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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="TryAddMechanism"/> 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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/// Whether or not the owning <see cref="Body"/> will die if all
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/// <see cref="IBodyPart"/>s of this type are removed from it.
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/// </summary>
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public bool IsVital { get; }
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/// <summary>
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/// The symmetry of this <see cref="IBodyPart"/>.
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/// </summary>
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public BodyPartSymmetry Symmetry { get; }
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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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/// <summary>
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/// Tries to add a <see cref="IMechanism"/> to this body.
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/// </summary>
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/// <param name="mechanism">The mechanism to add.</param>
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/// <param name="force">
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/// Whether or not to check if the mechanism is compatible.
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/// Passing true does not guarantee it to be added, for example if
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/// it was already added before.
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/// </param>
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/// <returns>true if added, false otherwise even if it was already added.</returns>
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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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/// <summary>
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/// Gibs the body part.
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/// </summary>
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void Gib();
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}
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}
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39
Content.Shared/Body/Part/IBodyPartAdded.cs
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39
Content.Shared/Body/Part/IBodyPartAdded.cs
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@@ -0,0 +1,39 @@
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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.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 : IComponent
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{
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/// <summary>
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/// Called when a <see cref="IBodyPart"/> is added to the
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/// entity owning this component.
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/// </summary>
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/// <param name="args">Information about the part that was added.</param>
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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(string slot, IBodyPart part)
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{
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Slot = slot;
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Part = part;
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}
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/// <summary>
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/// The slot that <see cref="Part"/> was added to.
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/// </summary>
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public string Slot { get; }
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/// <summary>
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/// The part that was added.
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/// </summary>
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public IBodyPart Part { get; }
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}
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}
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13
Content.Shared/Body/Part/IBodyPartContainer.cs
Normal file
13
Content.Shared/Body/Part/IBodyPartContainer.cs
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@@ -0,0 +1,13 @@
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#nullable enable
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namespace Content.Shared.Body.Part
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{
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/// <summary>
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/// Defines a component as being capable of containing parts.
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/// Used during surgery.
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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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38
Content.Shared/Body/Part/IBodyPartRemoved.cs
Normal file
38
Content.Shared/Body/Part/IBodyPartRemoved.cs
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@@ -0,0 +1,38 @@
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#nullable enable
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using System;
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||||
|
||||
namespace Content.Shared.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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/// <summary>
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||||
/// Called when a <see cref="IBodyPart"/> is removed from the
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/// entity owning this component.
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/// </summary>
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/// <param name="args">Information about the part that was removed.</param>
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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(string slot, IBodyPart part)
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{
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||||
Slot = slot;
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||||
Part = part;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The slot that <see cref="Part"/> was removed from.
|
||||
/// </summary>
|
||||
public string Slot { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The part that was removed.
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||||
/// </summary>
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||||
public IBodyPart Part { get; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Shared.Body.Part.Property
|
||||
{
|
||||
/// <summary>
|
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/// 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;
|
||||
}
|
||||
}
|
||||
21
Content.Shared/Body/Part/Property/ExtensionComponent.cs
Normal file
21
Content.Shared/Body/Part/Property/ExtensionComponent.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
#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;
|
||||
}
|
||||
}
|
||||
16
Content.Shared/Body/Part/Property/GraspComponent.cs
Normal file
16
Content.Shared/Body/Part/Property/GraspComponent.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
#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";
|
||||
}
|
||||
}
|
||||
13
Content.Shared/Body/Part/Property/IBodyPartProperty.cs
Normal file
13
Content.Shared/Body/Part/Property/IBodyPartProperty.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
#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; }
|
||||
}
|
||||
}
|
||||
21
Content.Shared/Body/Part/Property/LegComponent.cs
Normal file
21
Content.Shared/Body/Part/Property/LegComponent.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
#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;
|
||||
}
|
||||
}
|
||||
361
Content.Shared/Body/Part/SharedBodyPartComponent.cs
Normal file
361
Content.Shared/Body/Part/SharedBodyPartComponent.cs
Normal file
@@ -0,0 +1,361 @@
|
||||
#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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user