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* Mass Bug Fixing (#1256)
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# Description
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Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.
Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263
---
# Changelog
<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.
---------
Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)
* Automatic Changelog Update (#1256)
(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)
* fix
* Fix animation looping bugs. (#29457)
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes #29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)
* Fix arcade machines (#30376)
(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)
* fix
* fix test
* fix test
* fix test
* fix
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
1057 lines
35 KiB
C#
1057 lines
35 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Part;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Random;
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using Content.Shared.Targeting.Events;
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using Robust.Shared.Containers;
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using Robust.Shared.Utility;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Buckle;
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using Content.Shared.Standing;
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namespace Content.Shared.Body.Systems;
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public partial class SharedBodySystem
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{
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[Dependency] private readonly RandomHelperSystem _randomHelper = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!; //WD EDIT
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private void InitializeParts()
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{
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// TODO: This doesn't handle comp removal on child ents.
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// If you modify this also see the Body partial for root parts.
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SubscribeLocalEvent<BodyPartComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<BodyPartComponent, ComponentRemove>(OnBodyPartRemove);
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SubscribeLocalEvent<BodyPartComponent, EntInsertedIntoContainerMessage>(OnBodyPartInserted);
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SubscribeLocalEvent<BodyPartComponent, EntRemovedFromContainerMessage>(OnBodyPartRemoved);
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SubscribeLocalEvent<BodyPartComponent, AmputateAttemptEvent>(OnAmputateAttempt);
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SubscribeLocalEvent<BodyPartComponent, BodyPartEnableChangedEvent>(OnPartEnableChanged);
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}
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private void OnMapInit(Entity<BodyPartComponent> ent, ref MapInitEvent args)
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{
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if (ent.Comp.PartType == BodyPartType.Torso)
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{
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// For whatever reason this slot is initialized properly on the server, but not on the client.
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// This seems to be an issue due to wiz-merge, on my old branch it was properly instantiating
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// ItemInsertionSlot's container on both ends. It does show up properly on ItemSlotsComponent though.
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_slots.AddItemSlot(ent, ent.Comp.ContainerName, ent.Comp.ItemInsertionSlot);
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Dirty(ent, ent.Comp);
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}
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}
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private void OnBodyPartRemove(Entity<BodyPartComponent> ent, ref ComponentRemove args)
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{
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if (ent.Comp.PartType == BodyPartType.Torso)
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_slots.RemoveItemSlot(ent, ent.Comp.ItemInsertionSlot);
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}
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private void OnBodyPartInserted(Entity<BodyPartComponent> ent, ref EntInsertedIntoContainerMessage args)
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{
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// Body part inserted into another body part.
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var insertedUid = args.Entity;
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var slotId = args.Container.ID;
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if (ent.Comp.Body is null)
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return;
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if (TryComp(insertedUid, out BodyPartComponent? part))
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{
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AddPart(ent.Comp.Body.Value, (insertedUid, part), slotId);
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RecursiveBodyUpdate((insertedUid, part), ent.Comp.Body.Value);
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}
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if (TryComp(insertedUid, out OrganComponent? organ))
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AddOrgan((insertedUid, organ), ent.Comp.Body.Value, ent);
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}
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private void OnBodyPartRemoved(Entity<BodyPartComponent> ent, ref EntRemovedFromContainerMessage args)
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{
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// Body part removed from another body part.
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var removedUid = args.Entity;
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var slotId = args.Container.ID;
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DebugTools.Assert(!TryComp(removedUid, out BodyPartComponent? b) || b.Body == ent.Comp.Body);
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DebugTools.Assert(!TryComp(removedUid, out OrganComponent? o) || o.Body == ent.Comp.Body);
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if (TryComp(removedUid, out BodyPartComponent? part) && part.Body is not null)
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{
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CheckBodyPart((removedUid, part), GetTargetBodyPart(part), true);
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RemovePart(part.Body.Value, (removedUid, part), slotId);
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RecursiveBodyUpdate((removedUid, part), null);
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}
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if (TryComp(removedUid, out OrganComponent? organ))
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RemoveOrgan((removedUid, organ), ent);
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}
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private void RecursiveBodyUpdate(Entity<BodyPartComponent> ent, EntityUid? bodyUid)
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{
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ent.Comp.Body = bodyUid;
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Dirty(ent, ent.Comp);
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foreach (var slotId in ent.Comp.Organs.Keys)
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{
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if (!Containers.TryGetContainer(ent, GetOrganContainerId(slotId), out var container))
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continue;
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foreach (var organ in container.ContainedEntities)
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{
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if (!TryComp(organ, out OrganComponent? organComp))
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continue;
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Dirty(organ, organComp);
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if (organComp.Body is { Valid: true } oldBodyUid)
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{
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var removedEv = new OrganRemovedFromBodyEvent(oldBodyUid, ent);
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RaiseLocalEvent(organ, ref removedEv);
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}
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organComp.Body = bodyUid;
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if (bodyUid is not null)
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{
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var addedEv = new OrganAddedToBodyEvent(bodyUid.Value, ent);
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RaiseLocalEvent(organ, ref addedEv);
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}
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}
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}
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// The code for RemovePartEffect() should live here, because it literally is the point of this recursive function.
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// But the debug asserts at the top plus existing tests need refactoring for this. So we'll be lazy.
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foreach (var slotId in ent.Comp.Children.Keys)
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{
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if (!Containers.TryGetContainer(ent, GetPartSlotContainerId(slotId), out var container))
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continue;
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foreach (var containedUid in container.ContainedEntities)
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{
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if (TryComp(containedUid, out BodyPartComponent? childPart))
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RecursiveBodyUpdate((containedUid, childPart), bodyUid);
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}
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}
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}
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protected virtual void AddPart(
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Entity<BodyComponent?> bodyEnt,
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Entity<BodyPartComponent> partEnt,
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string slotId)
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{
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Dirty(partEnt, partEnt.Comp);
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partEnt.Comp.Body = bodyEnt;
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var ev = new BodyPartAddedEvent(slotId, partEnt);
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RaiseLocalEvent(bodyEnt, ref ev);
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AddLeg(partEnt, bodyEnt);
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}
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protected virtual void RemovePart(
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Entity<BodyComponent?> bodyEnt,
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Entity<BodyPartComponent> partEnt,
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string slotId)
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{
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Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false);
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Dirty(partEnt, partEnt.Comp);
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partEnt.Comp.ParentSlot = null;
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partEnt.Comp.OriginalBody = partEnt.Comp.Body;
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var ev = new BodyPartRemovedEvent(slotId, partEnt);
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RaiseLocalEvent(bodyEnt, ref ev);
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RemoveLeg(partEnt, bodyEnt);
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RemovePartEffect(partEnt, bodyEnt);
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PartRemoveDamage(bodyEnt, partEnt);
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}
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protected virtual void DropPart(Entity<BodyPartComponent> partEnt)
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{
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ChangeSlotState(partEnt, true);
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// I don't know if this can cause issues, since any part that's being detached HAS to have a Body.
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// though I really just want the compiler to shut the fuck up.
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var body = partEnt.Comp.Body.GetValueOrDefault();
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if (TryComp(partEnt, out TransformComponent? transform) && _gameTiming.IsFirstTimePredicted)
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{
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var enableEvent = new BodyPartEnableChangedEvent(false);
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RaiseLocalEvent(partEnt, ref enableEvent);
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var droppedEvent = new BodyPartDroppedEvent(partEnt);
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RaiseLocalEvent(body, ref droppedEvent);
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SharedTransform.AttachToGridOrMap(partEnt, transform);
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_randomHelper.RandomOffset(partEnt, 0.5f);
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}
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}
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private void OnAmputateAttempt(Entity<BodyPartComponent> partEnt, ref AmputateAttemptEvent args) =>
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DropPart(partEnt);
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private void AddLeg(Entity<BodyPartComponent> legEnt, Entity<BodyComponent?> bodyEnt)
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{
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if (!Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
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return;
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if (legEnt.Comp.PartType == BodyPartType.Leg)
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{
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bodyEnt.Comp.LegEntities.Add(legEnt);
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UpdateMovementSpeed(bodyEnt);
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Dirty(bodyEnt, bodyEnt.Comp);
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}
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}
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private void RemoveLeg(Entity<BodyPartComponent> legEnt, Entity<BodyComponent?> bodyEnt)
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{
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if (!Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
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return;
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if (legEnt.Comp.PartType == BodyPartType.Leg)
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{
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bodyEnt.Comp.LegEntities.Remove(legEnt);
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UpdateMovementSpeed(bodyEnt);
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Dirty(bodyEnt, bodyEnt.Comp);
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if (!_buckle.IsBuckled(bodyEnt)) // WD EDIT
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Standing.Down(bodyEnt);
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RaiseLocalEvent(bodyEnt, new DropHandItemsEvent(), false); // WD EDIT
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}
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}
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// TODO: Refactor this crap.
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private void RemovePartEffect(Entity<BodyPartComponent> partEnt, Entity<BodyComponent?> bodyEnt)
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{
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if (TerminatingOrDeleted(bodyEnt)
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|| !Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
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return;
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RemovePartChildren(partEnt, bodyEnt, bodyEnt.Comp);
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}
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protected void RemovePartChildren(Entity<BodyPartComponent> partEnt, EntityUid bodyEnt, BodyComponent? body = null)
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{
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if (!Resolve(bodyEnt, ref body, logMissing: false))
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return;
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if (partEnt.Comp.Children.Any())
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{
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foreach (var slotId in partEnt.Comp.Children.Keys)
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{
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if (Containers.TryGetContainer(partEnt, GetPartSlotContainerId(slotId), out var container) &&
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container is ContainerSlot slot &&
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slot.ContainedEntity is { } childEntity &&
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TryComp(childEntity, out BodyPartComponent? childPart))
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{
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var ev = new BodyPartEnableChangedEvent(false);
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RaiseLocalEvent(childEntity, ref ev);
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DropPart((childEntity, childPart));
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}
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}
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Dirty(bodyEnt, body);
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}
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}
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private void PartRemoveDamage(Entity<BodyComponent?> bodyEnt, Entity<BodyPartComponent> partEnt)
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{
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if (!Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
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return;
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if (!_timing.ApplyingState
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&& partEnt.Comp.IsVital
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&& !GetBodyChildrenOfType(bodyEnt, partEnt.Comp.PartType, bodyEnt.Comp).Any()
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)
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{
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var damage = new DamageSpecifier(Prototypes.Index<DamageTypePrototype>("Bloodloss"), partEnt.Comp.VitalDamage);
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Damageable.TryChangeDamage(bodyEnt, damage, partMultiplier: 0f);
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}
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}
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private void OnPartEnableChanged(Entity<BodyPartComponent> partEnt, ref BodyPartEnableChangedEvent args)
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{
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if (!partEnt.Comp.CanEnable && args.Enabled)
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return;
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partEnt.Comp.Enabled = args.Enabled;
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Dirty(partEnt, partEnt.Comp);
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if (args.Enabled)
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EnablePart(partEnt);
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else
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DisablePart(partEnt);
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}
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private void EnablePart(Entity<BodyPartComponent> partEnt)
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{
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if (!TryComp(partEnt.Comp.Body, out BodyComponent? body))
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return;
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// I hate having to hardcode these checks so much.
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if (partEnt.Comp.PartType == BodyPartType.Leg)
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AddLeg(partEnt, (partEnt.Comp.Body.Value, body));
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if (partEnt.Comp.PartType == BodyPartType.Arm)
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{
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var hand = GetBodyChildrenOfType(partEnt.Comp.Body.Value, BodyPartType.Hand, symmetry: partEnt.Comp.Symmetry).FirstOrDefault();
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if (hand != default)
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{
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var ev = new BodyPartEnabledEvent(hand);
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RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
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}
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}
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if (partEnt.Comp.PartType == BodyPartType.Hand)
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{
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var ev = new BodyPartEnabledEvent(partEnt);
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RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
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}
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}
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/// <summary>
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/// This function handles disabling or enabling equipment slots when an entity is
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/// missing all of a given part type, or they get one added to them.
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/// It is called right before dropping a part, or right after adding one.
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/// </summary>
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public void ChangeSlotState(Entity<BodyPartComponent> partEnt, bool disable)
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{
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if (partEnt.Comp.Body is not null
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&& GetBodyPartCount(partEnt.Comp.Body.Value, partEnt.Comp.PartType) == 1
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&& TryGetPartSlotContainerName(partEnt.Comp.PartType, out var containerNames))
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{
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foreach (var containerName in containerNames)
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{
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_inventorySystem.SetSlotStatus(partEnt.Comp.Body.Value, containerName, disable);
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var ev = new RefreshInventorySlotsEvent(containerName);
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RaiseLocalEvent(partEnt.Comp.Body.Value, ev);
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}
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}
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}
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private void DisablePart(Entity<BodyPartComponent> partEnt)
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{
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if (!TryComp(partEnt.Comp.Body, out BodyComponent? body))
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return;
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if (partEnt.Comp.PartType == BodyPartType.Leg)
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RemoveLeg(partEnt, (partEnt.Comp.Body.Value, body));
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if (partEnt.Comp.PartType == BodyPartType.Arm)
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{
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var hand = GetBodyChildrenOfType(partEnt.Comp.Body.Value, BodyPartType.Hand, symmetry: partEnt.Comp.Symmetry).FirstOrDefault();
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if (hand != default)
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{
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var ev = new BodyPartDisabledEvent(hand);
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RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
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}
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}
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if (partEnt.Comp.PartType == BodyPartType.Hand)
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{
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var ev = new BodyPartDisabledEvent(partEnt);
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RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
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}
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}
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/// <summary>
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/// Tries to get the parent body part to this if applicable.
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/// Doesn't validate if it's a part of body system.
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/// </summary>
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public EntityUid? GetParentPartOrNull(EntityUid uid)
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{
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if (!Containers.TryGetContainingContainer(uid, out var container))
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return null;
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var parent = container.Owner;
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if (!HasComp<BodyPartComponent>(parent))
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return null;
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return parent;
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}
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/// <summary>
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/// Tries to get the parent body part and slot to this if applicable.
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/// </summary>
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public (EntityUid Parent, string Slot)? GetParentPartAndSlotOrNull(EntityUid uid)
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{
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if (!Containers.TryGetContainingContainer(uid, out var container))
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return null;
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var slotId = GetPartSlotContainerIdFromContainer(container.ID);
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if (string.IsNullOrEmpty(slotId))
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return null;
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var parent = container.Owner;
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if (!TryComp<BodyPartComponent>(parent, out var parentBody)
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|| !parentBody.Children.ContainsKey(slotId))
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return null;
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return (parent, slotId);
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}
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/// <summary>
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/// Tries to get the relevant parent body part to this if it exists.
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/// It won't exist if this is the root body part or if it's not in a body.
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/// </summary>
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public bool TryGetParentBodyPart(
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EntityUid partUid,
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[NotNullWhen(true)] out EntityUid? parentUid,
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[NotNullWhen(true)] out BodyPartComponent? parentComponent)
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{
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DebugTools.Assert(HasComp<BodyPartComponent>(partUid));
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parentUid = null;
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parentComponent = null;
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if (Containers.TryGetContainingContainer(partUid, out var container) &&
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TryComp(container.Owner, out parentComponent))
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{
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parentUid = container.Owner;
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return true;
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}
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return false;
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}
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|
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#region Slots
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|
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/// <summary>
|
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/// Creates a BodyPartSlot on the specified partUid.
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/// </summary>
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private BodyPartSlot? CreatePartSlot(
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EntityUid partUid,
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string slotId,
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BodyPartType partType,
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BodyPartComponent? part = null)
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{
|
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if (!Resolve(partUid, ref part, logMissing: false))
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return null;
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Containers.EnsureContainer<ContainerSlot>(partUid, GetPartSlotContainerId(slotId));
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var partSlot = new BodyPartSlot(slotId, partType);
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part.Children.Add(slotId, partSlot);
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Dirty(partUid, part);
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return partSlot;
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}
|
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|
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/// <summary>
|
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/// Tries to create a BodyPartSlot on the specified partUid.
|
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/// </summary>
|
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/// <returns>false if not relevant or can't add it.</returns>
|
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public bool TryCreatePartSlot(
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EntityUid? partId,
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string slotId,
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BodyPartType partType,
|
|
[NotNullWhen(true)] out BodyPartSlot? slot,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
slot = null;
|
|
|
|
if (partId is null
|
|
|| !Resolve(partId.Value, ref part, logMissing: false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Containers.EnsureContainer<ContainerSlot>(partId.Value, GetPartSlotContainerId(slotId));
|
|
slot = new BodyPartSlot(slotId, partType);
|
|
|
|
if (!part.Children.TryAdd(slotId, slot.Value))
|
|
return false;
|
|
|
|
Dirty(partId.Value, part);
|
|
return true;
|
|
}
|
|
|
|
public bool TryCreatePartSlotAndAttach(
|
|
EntityUid parentId,
|
|
string slotId,
|
|
EntityUid childId,
|
|
BodyPartType partType,
|
|
BodyPartComponent? parent = null,
|
|
BodyPartComponent? child = null)
|
|
{
|
|
return TryCreatePartSlot(parentId, slotId, partType, out _, parent)
|
|
&& AttachPart(parentId, slotId, childId, parent, child);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region RootPartManagement
|
|
|
|
/// <summary>
|
|
/// Returns true if the partId is the root body container for the specified bodyId.
|
|
/// </summary>
|
|
public bool IsPartRoot(
|
|
EntityUid bodyId,
|
|
EntityUid partId,
|
|
BodyComponent? body = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
return Resolve(partId, ref part)
|
|
&& Resolve(bodyId, ref body)
|
|
&& Containers.TryGetContainingContainer(bodyId, partId, out var container)
|
|
&& container.ID == BodyRootContainerId;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if we can attach the partId to the bodyId as the root entity.
|
|
/// </summary>
|
|
public bool CanAttachToRoot(
|
|
EntityUid bodyId,
|
|
EntityUid partId,
|
|
BodyComponent? body = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
return Resolve(bodyId, ref body)
|
|
&& Resolve(partId, ref part)
|
|
&& body.RootContainer.ContainedEntity is null
|
|
&& bodyId != part.Body;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the root part of this body if it exists.
|
|
/// </summary>
|
|
public (EntityUid Entity, BodyPartComponent BodyPart)? GetRootPartOrNull(EntityUid bodyId, BodyComponent? body = null)
|
|
{
|
|
if (!Resolve(bodyId, ref body)
|
|
|| body.RootContainer.ContainedEntity is null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
return (body.RootContainer.ContainedEntity.Value,
|
|
Comp<BodyPartComponent>(body.RootContainer.ContainedEntity.Value));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the partId can be attached to the parentId in the specified slot.
|
|
/// </summary>
|
|
public bool CanAttachPart(
|
|
EntityUid parentId,
|
|
BodyPartSlot slot,
|
|
EntityUid partId,
|
|
BodyPartComponent? parentPart = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
return Resolve(partId, ref part, logMissing: false)
|
|
&& Resolve(parentId, ref parentPart, logMissing: false)
|
|
&& CanAttachPart(parentId, slot.Id, partId, parentPart, part);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if we can attach the specified partId to the parentId in the specified slot.
|
|
/// </summary>
|
|
public bool CanAttachPart(
|
|
EntityUid parentId,
|
|
string slotId,
|
|
EntityUid partId,
|
|
BodyPartComponent? parentPart = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
return Resolve(partId, ref part, logMissing: false)
|
|
&& Resolve(parentId, ref parentPart, logMissing: false)
|
|
&& parentPart.Children.TryGetValue(slotId, out var parentSlotData)
|
|
&& part.PartType == parentSlotData.Type
|
|
&& Containers.TryGetContainer(parentId, GetPartSlotContainerId(slotId), out var container)
|
|
&& Containers.CanInsert(partId, container);
|
|
}
|
|
|
|
public bool AttachPartToRoot(
|
|
EntityUid bodyId,
|
|
EntityUid partId,
|
|
BodyComponent? body = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
return Resolve(bodyId, ref body)
|
|
&& Resolve(partId, ref part)
|
|
&& CanAttachToRoot(bodyId, partId, body, part)
|
|
&& Containers.Insert(partId, body.RootContainer);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if this parentId supports attaching a new part to the specified slot.
|
|
/// </summary>
|
|
public bool CanAttachToSlot(
|
|
EntityUid parentId,
|
|
string slotId,
|
|
BodyPartComponent? parentPart = null)
|
|
{
|
|
return Resolve(parentId, ref parentPart, logMissing: false)
|
|
&& parentPart.Children.ContainsKey(slotId);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Attach/Detach
|
|
|
|
/// <summary>
|
|
/// Attaches a body part to the specified body part parent.
|
|
/// </summary>
|
|
public bool AttachPart(
|
|
EntityUid parentPartId,
|
|
string slotId,
|
|
EntityUid partId,
|
|
BodyPartComponent? parentPart = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
return Resolve(parentPartId, ref parentPart, logMissing: false)
|
|
&& parentPart.Children.TryGetValue(slotId, out var slot)
|
|
&& AttachPart(parentPartId, slot, partId, parentPart, part);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attaches a body part to the specified body part parent.
|
|
/// </summary>
|
|
public bool AttachPart(
|
|
EntityUid parentPartId,
|
|
BodyPartSlot slot,
|
|
EntityUid partId,
|
|
BodyPartComponent? parentPart = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(parentPartId, ref parentPart, logMissing: false)
|
|
|| !Resolve(partId, ref part, logMissing: false)
|
|
|| !CanAttachPart(parentPartId, slot.Id, partId, parentPart, part)
|
|
|| !parentPart.Children.ContainsKey(slot.Id))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
if (!Containers.TryGetContainer(parentPartId, GetPartSlotContainerId(slot.Id), out var container))
|
|
{
|
|
DebugTools.Assert($"Unable to find body slot {slot.Id} for {ToPrettyString(parentPartId)}");
|
|
return false;
|
|
}
|
|
|
|
part.ParentSlot = slot;
|
|
|
|
if (TryComp(parentPart.Body, out HumanoidAppearanceComponent? bodyAppearance)
|
|
&& !HasComp<BodyPartAppearanceComponent>(partId)
|
|
&& !TerminatingOrDeleted(parentPartId)
|
|
&& !TerminatingOrDeleted(partId)) // Saw some exceptions involving these due to the spawn menu.
|
|
EnsureComp<BodyPartAppearanceComponent>(partId);
|
|
|
|
return Containers.Insert(partId, container);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Misc
|
|
|
|
public void UpdateMovementSpeed(
|
|
EntityUid bodyId,
|
|
BodyComponent? body = null,
|
|
MovementSpeedModifierComponent? movement = null)
|
|
{
|
|
if (!Resolve(bodyId, ref body, ref movement, logMissing: false)
|
|
|| body.RequiredLegs <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var walkSpeed = 0f;
|
|
var sprintSpeed = 0f;
|
|
var acceleration = 0f;
|
|
foreach (var legEntity in body.LegEntities)
|
|
{
|
|
if (!TryComp<MovementBodyPartComponent>(legEntity, out var legModifier))
|
|
continue;
|
|
|
|
walkSpeed += legModifier.WalkSpeed;
|
|
sprintSpeed += legModifier.SprintSpeed;
|
|
acceleration += legModifier.Acceleration;
|
|
}
|
|
walkSpeed /= body.RequiredLegs;
|
|
sprintSpeed /= body.RequiredLegs;
|
|
acceleration /= body.RequiredLegs;
|
|
Movement.ChangeBaseSpeed(bodyId, walkSpeed, sprintSpeed, acceleration, movement);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Queries
|
|
|
|
/// <summary>
|
|
/// Get all organs for the specified body part.
|
|
/// </summary>
|
|
public IEnumerable<(EntityUid Id, OrganComponent Component)> GetPartOrgans(EntityUid partId, BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
yield break;
|
|
|
|
foreach (var slotId in part.Organs.Keys)
|
|
{
|
|
var containerSlotId = GetOrganContainerId(slotId);
|
|
|
|
if (!Containers.TryGetContainer(partId, containerSlotId, out var container))
|
|
continue;
|
|
|
|
foreach (var containedEnt in container.ContainedEntities)
|
|
{
|
|
if (!TryComp(containedEnt, out OrganComponent? organ))
|
|
continue;
|
|
|
|
yield return (containedEnt, organ);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all BaseContainers for body parts on this entity and its child entities.
|
|
/// </summary>
|
|
public IEnumerable<BaseContainer> GetPartContainers(EntityUid id, BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(id, ref part, logMissing: false) ||
|
|
part.Children.Count == 0)
|
|
{
|
|
yield break;
|
|
}
|
|
|
|
foreach (var slotId in part.Children.Keys)
|
|
{
|
|
var containerSlotId = GetPartSlotContainerId(slotId);
|
|
|
|
if (!Containers.TryGetContainer(id, containerSlotId, out var container))
|
|
continue;
|
|
|
|
yield return container;
|
|
|
|
foreach (var ent in container.ContainedEntities)
|
|
{
|
|
foreach (var childContainer in GetPartContainers(ent))
|
|
{
|
|
yield return childContainer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns all body part components for this entity including itself.
|
|
/// </summary>
|
|
public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyPartChildren(
|
|
EntityUid partId,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
yield break;
|
|
|
|
yield return (partId, part);
|
|
|
|
foreach (var slotId in part.Children.Keys)
|
|
{
|
|
var containerSlotId = GetPartSlotContainerId(slotId);
|
|
|
|
if (Containers.TryGetContainer(partId, containerSlotId, out var container))
|
|
{
|
|
foreach (var containedEnt in container.ContainedEntities)
|
|
{
|
|
if (!TryComp(containedEnt, out BodyPartComponent? childPart))
|
|
continue;
|
|
|
|
foreach (var value in GetBodyPartChildren(containedEnt, childPart))
|
|
{
|
|
yield return value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns all body part slots for this entity.
|
|
/// </summary>
|
|
public IEnumerable<BodyPartSlot> GetAllBodyPartSlots(
|
|
EntityUid partId,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
yield break;
|
|
|
|
foreach (var (slotId, slot) in part.Children)
|
|
{
|
|
yield return slot;
|
|
|
|
var containerSlotId = GetOrganContainerId(slotId);
|
|
|
|
if (Containers.TryGetContainer(partId, containerSlotId, out var container))
|
|
{
|
|
foreach (var containedEnt in container.ContainedEntities)
|
|
{
|
|
if (!TryComp(containedEnt, out BodyPartComponent? childPart))
|
|
continue;
|
|
|
|
foreach (var subSlot in GetAllBodyPartSlots(containedEnt, childPart))
|
|
{
|
|
yield return subSlot;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the bodyId has any parts of this type.
|
|
/// </summary>
|
|
public bool BodyHasPartType(
|
|
EntityUid bodyId,
|
|
BodyPartType type,
|
|
BodyComponent? body = null)
|
|
{
|
|
return GetBodyChildrenOfType(bodyId, type, body).Any();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the parentId has the specified childId.
|
|
/// </summary>
|
|
public bool PartHasChild(
|
|
EntityUid parentId,
|
|
EntityUid childId,
|
|
BodyPartComponent? parent,
|
|
BodyPartComponent? child)
|
|
{
|
|
if (!Resolve(parentId, ref parent, logMissing: false)
|
|
|| !Resolve(childId, ref child, logMissing: false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
foreach (var (foundId, _) in GetBodyPartChildren(parentId, parent))
|
|
{
|
|
if (foundId == childId)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the bodyId has the specified partId.
|
|
/// </summary>
|
|
public bool BodyHasChild(
|
|
EntityUid bodyId,
|
|
EntityUid partId,
|
|
BodyComponent? body = null,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
return Resolve(bodyId, ref body, logMissing: false)
|
|
&& body.RootContainer.ContainedEntity is not null
|
|
&& Resolve(partId, ref part, logMissing: false)
|
|
&& TryComp(body.RootContainer.ContainedEntity, out BodyPartComponent? rootPart)
|
|
&& PartHasChild(body.RootContainer.ContainedEntity.Value, partId, rootPart, part);
|
|
}
|
|
|
|
public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildrenOfType(
|
|
EntityUid bodyId,
|
|
BodyPartType type,
|
|
BodyComponent? body = null,
|
|
BodyPartSymmetry? symmetry = null)
|
|
{
|
|
foreach (var part in GetBodyChildren(bodyId, body))
|
|
{
|
|
if (part.Component.PartType == type && (symmetry == null || part.Component.Symmetry == symmetry))
|
|
yield return part;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a list of ValueTuples of <see cref="T"/> and OrganComponent on each organ
|
|
/// in the given part.
|
|
/// </summary>
|
|
/// <param name="uid">The part entity id to check on.</param>
|
|
/// <param name="part">The part to check for organs on.</param>
|
|
/// <typeparam name="T">The component to check for.</typeparam>
|
|
public List<(T Comp, OrganComponent Organ)> GetBodyPartOrganComponents<T>(
|
|
EntityUid uid,
|
|
BodyPartComponent? part = null)
|
|
where T : IComponent
|
|
{
|
|
if (!Resolve(uid, ref part))
|
|
return new List<(T Comp, OrganComponent Organ)>();
|
|
|
|
var query = GetEntityQuery<T>();
|
|
var list = new List<(T Comp, OrganComponent Organ)>();
|
|
|
|
foreach (var organ in GetPartOrgans(uid, part))
|
|
{
|
|
if (query.TryGetComponent(organ.Id, out var comp))
|
|
list.Add((comp, organ.Component));
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get a list of ValueTuples of <see cref="T"/> and OrganComponent on each organs
|
|
/// in the given part.
|
|
/// </summary>
|
|
/// <param name="uid">The part entity id to check on.</param>
|
|
/// <param name="comps">The list of components.</param>
|
|
/// <param name="part">The part to check for organs on.</param>
|
|
/// <typeparam name="T">The component to check for.</typeparam>
|
|
/// <returns>Whether any were found.</returns>
|
|
public bool TryGetBodyPartOrganComponents<T>(
|
|
EntityUid uid,
|
|
[NotNullWhen(true)] out List<(T Comp, OrganComponent Organ)>? comps,
|
|
BodyPartComponent? part = null)
|
|
where T : IComponent
|
|
{
|
|
if (!Resolve(uid, ref part))
|
|
{
|
|
comps = null;
|
|
return false;
|
|
}
|
|
|
|
comps = GetBodyPartOrganComponents<T>(uid, part);
|
|
|
|
if (comps.Count != 0)
|
|
return true;
|
|
|
|
comps = null;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get a list of ValueTuples of EntityUid and OrganComponent on each organ
|
|
/// in the given part.
|
|
/// </summary>
|
|
/// <param name="uid">The part entity id to check on.</param>
|
|
/// <param name="type">The type of component to check for.</param>
|
|
/// <param name="part">The part to check for organs on.</param>
|
|
/// <param name="organs">The organs found on the body part.</param>
|
|
/// <returns>Whether any were found.</returns>
|
|
/// <remarks>
|
|
/// This method is somewhat of a copout to the fact that we can't use reflection to generically
|
|
/// get the type of component on runtime due to sandboxing. So we simply do a HasComp check for each organ.
|
|
/// </remarks>
|
|
public bool TryGetBodyPartOrgans(
|
|
EntityUid uid,
|
|
Type type,
|
|
[NotNullWhen(true)] out List<(EntityUid Id, OrganComponent Organ)>? organs,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(uid, ref part))
|
|
{
|
|
organs = null;
|
|
return false;
|
|
}
|
|
|
|
var list = new List<(EntityUid Id, OrganComponent Organ)>();
|
|
|
|
foreach (var organ in GetPartOrgans(uid, part))
|
|
{
|
|
if (HasComp(organ.Id, type))
|
|
list.Add((organ.Id, organ.Component));
|
|
}
|
|
|
|
if (list.Count != 0)
|
|
{
|
|
organs = list;
|
|
return true;
|
|
}
|
|
|
|
organs = null;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the parent body part and all immediate child body parts for the partId.
|
|
/// </summary>
|
|
public IEnumerable<EntityUid> GetBodyPartAdjacentParts(
|
|
EntityUid partId,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
yield break;
|
|
|
|
if (TryGetParentBodyPart(partId, out var parentUid, out _))
|
|
yield return parentUid.Value;
|
|
|
|
foreach (var slotId in part.Children.Keys)
|
|
{
|
|
var container = Containers.GetContainer(partId, GetPartSlotContainerId(slotId));
|
|
|
|
foreach (var containedEnt in container.ContainedEntities)
|
|
{
|
|
yield return containedEnt;
|
|
}
|
|
}
|
|
}
|
|
|
|
public IEnumerable<(EntityUid AdjacentId, T Component)> GetBodyPartAdjacentPartsComponents<T>(
|
|
EntityUid partId,
|
|
BodyPartComponent? part = null)
|
|
where T : IComponent
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
yield break;
|
|
|
|
var query = GetEntityQuery<T>();
|
|
foreach (var adjacentId in GetBodyPartAdjacentParts(partId, part))
|
|
{
|
|
if (query.TryGetComponent(adjacentId, out var component))
|
|
yield return (adjacentId, component);
|
|
}
|
|
}
|
|
|
|
public bool TryGetBodyPartAdjacentPartsComponents<T>(
|
|
EntityUid partId,
|
|
[NotNullWhen(true)] out List<(EntityUid AdjacentId, T Component)>? comps,
|
|
BodyPartComponent? part = null)
|
|
where T : IComponent
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
{
|
|
comps = null;
|
|
return false;
|
|
}
|
|
|
|
var query = GetEntityQuery<T>();
|
|
comps = new List<(EntityUid AdjacentId, T Component)>();
|
|
|
|
foreach (var adjacentId in GetBodyPartAdjacentParts(partId, part))
|
|
{
|
|
if (query.TryGetComponent(adjacentId, out var component))
|
|
comps.Add((adjacentId, component));
|
|
}
|
|
|
|
if (comps.Count != 0)
|
|
return true;
|
|
|
|
comps = null;
|
|
return false;
|
|
}
|
|
|
|
private bool TryGetPartSlotContainerName(BodyPartType partType, out HashSet<string> containerNames)
|
|
{
|
|
containerNames = partType switch
|
|
{
|
|
BodyPartType.Arm => new() { "gloves" },
|
|
BodyPartType.Leg => new() { "shoes" },
|
|
BodyPartType.Head => new() { "eyes", "ears", "head", "mask" },
|
|
_ => new()
|
|
};
|
|
return containerNames.Count > 0;
|
|
}
|
|
|
|
public int GetBodyPartCount(EntityUid bodyId, BodyPartType partType, BodyComponent? body = null)
|
|
{
|
|
if (!Resolve(bodyId, ref body, logMissing: false))
|
|
return 0;
|
|
|
|
int count = 0;
|
|
foreach (var part in GetBodyChildren(bodyId, body))
|
|
{
|
|
if (part.Component.PartType == partType)
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
#endregion
|
|
}
|