Files
wwdpublic/Content.Shared/Body/Systems/SharedBodySystem.Parts.cs
vanx d46ece0beb [Fix] Torso Cavity Being Accessible (#300)
rezal uristov na lokalke 10 chasov

Co-authored-by: vanx <discord@vanxxxx>
2025-03-09 14:58:26 +03:00

1144 lines
38 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
using Content.Shared.Body.Organ;
using Content.Shared.Body.Part;
using Content.Shared.Buckle;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Movement.Components;
using Content.Shared.Standing;
using Robust.Shared.Containers;
using Robust.Shared.Utility;
// Shitmed Change Start
using Content.Shared._Shitmed.Body.Events;
using Content.Shared._Shitmed.Body.Part;
using Content.Shared._Shitmed.BodyEffects;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Random;
namespace Content.Shared.Body.Systems;
public partial class SharedBodySystem
{
[Dependency] private readonly RandomHelperSystem _randomHelper = default!; // Shitmed Change
[Dependency] private readonly InventorySystem _inventorySystem = default!; // Shitmed Change
[Dependency] private readonly SharedBuckleSystem _buckle = default!; //WD EDIT
private void InitializeParts()
{
// TODO: This doesn't handle comp removal on child ents.
// If you modify this also see the Body partial for root parts.
SubscribeLocalEvent<BodyPartComponent, EntInsertedIntoContainerMessage>(OnBodyPartInserted);
SubscribeLocalEvent<BodyPartComponent, EntRemovedFromContainerMessage>(OnBodyPartRemoved);
// Shitmed Change Start
SubscribeLocalEvent<BodyPartComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<BodyPartComponent, ComponentRemove>(OnBodyPartRemove);
SubscribeLocalEvent<BodyPartComponent, AmputateAttemptEvent>(OnAmputateAttempt);
SubscribeLocalEvent<BodyPartComponent, BodyPartEnableChangedEvent>(OnPartEnableChanged);
}
private void OnMapInit(Entity<BodyPartComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.PartType == BodyPartType.Torso)
{
// For whatever reason this slot is initialized properly on the server, but not on the client.
// This seems to be an issue due to wiz-merge, on my old branch it was properly instantiating
// ItemInsertionSlot's container on both ends. It does show up properly on ItemSlotsComponent though.
_slots.AddItemSlot(ent, ent.Comp.ContainerName, ent.Comp.ItemInsertionSlot);
_slots.SetLock(ent.Owner, ent.Comp.ItemInsertionSlot, true); // WWDP prevent inserting items into torsos without surgery
Dirty(ent, ent.Comp);
}
if (ent.Comp.OnAdd is not null || ent.Comp.OnRemove is not null)
EnsureComp<BodyPartEffectComponent>(ent);
foreach (var connection in ent.Comp.Children.Keys)
{
Containers.EnsureContainer<ContainerSlot>(ent, GetPartSlotContainerId(connection));
}
}
private void OnBodyPartRemove(Entity<BodyPartComponent> ent, ref ComponentRemove args)
{
if (ent.Comp.PartType == BodyPartType.Torso)
_slots.RemoveItemSlot(ent, ent.Comp.ItemInsertionSlot);
}
private void OnPartEnableChanged(Entity<BodyPartComponent> partEnt, ref BodyPartEnableChangedEvent args)
{
if (!partEnt.Comp.CanEnable && args.Enabled)
return;
partEnt.Comp.Enabled = args.Enabled;
if (args.Enabled)
{
EnablePart(partEnt);
if (partEnt.Comp.Body is { Valid: true } bodyEnt)
RaiseLocalEvent(partEnt, new BodyPartComponentsModifyEvent(bodyEnt, true));
}
else
{
DisablePart(partEnt);
if (partEnt.Comp.Body is { Valid: true } bodyEnt)
RaiseLocalEvent(partEnt, new BodyPartComponentsModifyEvent(bodyEnt, false));
}
Dirty(partEnt, partEnt.Comp);
}
private void EnablePart(Entity<BodyPartComponent> partEnt)
{
if (!TryComp(partEnt.Comp.Body, out BodyComponent? body))
return;
// I hate having to hardcode these checks so much.
if (partEnt.Comp.PartType == BodyPartType.Leg)
AddLeg(partEnt, (partEnt.Comp.Body.Value, body));
if (partEnt.Comp.PartType == BodyPartType.Arm)
{
var hand = GetBodyChildrenOfType(partEnt.Comp.Body.Value, BodyPartType.Hand, symmetry: partEnt.Comp.Symmetry).FirstOrDefault();
if (hand != default)
{
var ev = new BodyPartEnabledEvent(hand);
RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
}
}
if (partEnt.Comp.PartType == BodyPartType.Hand)
{
var ev = new BodyPartEnabledEvent(partEnt);
RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
}
}
/// <summary>
/// Shitmed Change: This function handles dropping the items in an entity's slots if they lose all of a given part.
/// Such as their hands, feet, head, etc.
/// </summary>
public void DropSlotContents(Entity<BodyPartComponent> partEnt)
{
if (partEnt.Comp.Body is not null
&& TryComp<InventoryComponent>(partEnt.Comp.Body, out var inventory) // Prevent error for non-humanoids
&& GetBodyPartCount(partEnt.Comp.Body.Value, partEnt.Comp.PartType) == 1
&& TryGetPartSlotContainerName(partEnt.Comp.PartType, out var containerNames))
{
foreach (var containerName in containerNames)
_inventorySystem.DropSlotContents(partEnt.Comp.Body.Value, containerName, inventory);
}
}
private void DisablePart(Entity<BodyPartComponent> partEnt)
{
if (!TryComp(partEnt.Comp.Body, out BodyComponent? body))
return;
if (partEnt.Comp.PartType == BodyPartType.Leg)
RemoveLeg(partEnt, (partEnt.Comp.Body.Value, body));
if (partEnt.Comp.PartType == BodyPartType.Arm)
{
var hand = GetBodyChildrenOfType(partEnt.Comp.Body.Value, BodyPartType.Hand, symmetry: partEnt.Comp.Symmetry).FirstOrDefault();
if (hand != default)
{
var ev = new BodyPartDisabledEvent(hand);
RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
}
}
if (partEnt.Comp.PartType == BodyPartType.Hand)
{
var ev = new BodyPartDisabledEvent(partEnt);
RaiseLocalEvent(partEnt.Comp.Body.Value, ref ev);
}
}
// TODO: Refactor this crap. I hate it so much.
private void RemovePartEffect(Entity<BodyPartComponent> partEnt, Entity<BodyComponent?> bodyEnt)
{
if (TerminatingOrDeleted(bodyEnt)
|| !Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
return;
RemovePartChildren(partEnt, bodyEnt, bodyEnt.Comp);
}
protected void RemovePartChildren(Entity<BodyPartComponent> partEnt, EntityUid bodyEnt, BodyComponent? body = null)
{
if (!Resolve(bodyEnt, ref body, logMissing: false))
return;
if (partEnt.Comp.Children.Any())
{
foreach (var slotId in partEnt.Comp.Children.Keys)
{
if (Containers.TryGetContainer(partEnt, GetPartSlotContainerId(slotId), out var container) &&
container is ContainerSlot slot &&
slot.ContainedEntity is { } childEntity &&
TryComp(childEntity, out BodyPartComponent? childPart))
{
var ev = new BodyPartEnableChangedEvent(false);
RaiseLocalEvent(childEntity, ref ev);
DropPart((childEntity, childPart));
}
}
Dirty(bodyEnt, body);
}
}
protected virtual void DropPart(Entity<BodyPartComponent> partEnt)
{
DropSlotContents(partEnt);
// I don't know if this can cause issues, since any part that's being detached HAS to have a Body.
// though I really just want the compiler to shut the fuck up.
var body = partEnt.Comp.Body.GetValueOrDefault();
if (TryComp(partEnt, out TransformComponent? transform) && _gameTiming.IsFirstTimePredicted)
{
var enableEvent = new BodyPartEnableChangedEvent(false);
RaiseLocalEvent(partEnt, ref enableEvent);
var droppedEvent = new BodyPartDroppedEvent(partEnt);
RaiseLocalEvent(body, ref droppedEvent);
SharedTransform.AttachToGridOrMap(partEnt, transform);
_randomHelper.RandomOffset(partEnt, 0.5f);
}
}
private void OnAmputateAttempt(Entity<BodyPartComponent> partEnt, ref AmputateAttemptEvent args) =>
DropPart(partEnt);
// Shitmed Change End
private void OnBodyPartInserted(Entity<BodyPartComponent> ent, ref EntInsertedIntoContainerMessage args)
{
// Body part inserted into another body part.
var insertedUid = args.Entity;
var slotId = args.Container.ID;
if (ent.Comp.Body is null)
return;
if (TryComp(insertedUid, out BodyPartComponent? part) && slotId.Contains(PartSlotContainerIdPrefix + GetSlotFromBodyPart(part))) // Shitmed Change
{
AddPart(ent.Comp.Body.Value, (insertedUid, part), slotId);
RecursiveBodyUpdate((insertedUid, part), ent.Comp.Body.Value);
CheckBodyPart((insertedUid, part), GetTargetBodyPart(part), false); // Shitmed Change
}
if (TryComp(insertedUid, out OrganComponent? organ) && slotId.Contains(OrganSlotContainerIdPrefix + organ.SlotId)) // Shitmed Change
{
AddOrgan((insertedUid, organ), ent.Comp.Body.Value, ent);
}
}
private void OnBodyPartRemoved(Entity<BodyPartComponent> ent, ref EntRemovedFromContainerMessage args)
{
// Body part removed from another body part.
var removedUid = args.Entity;
var slotId = args.Container.ID;
// Shitmed Change Start
if (TryComp(removedUid, out BodyPartComponent? part))
{
if (!slotId.Contains(PartSlotContainerIdPrefix + GetSlotFromBodyPart(part)))
return;
DebugTools.Assert(part.Body == ent.Comp.Body);
if (part.Body is not null)
{
CheckBodyPart((removedUid, part), GetTargetBodyPart(part), true);
RemovePart(part.Body.Value, (removedUid, part), slotId);
RecursiveBodyUpdate((removedUid, part), null);
}
}
if (TryComp(removedUid, out OrganComponent? organ))
{
if (!slotId.Contains(OrganSlotContainerIdPrefix + organ.SlotId))
return;
DebugTools.Assert(organ.Body == ent.Comp.Body);
RemoveOrgan((removedUid, organ), ent);
}
// Shitmed Change End
}
private void RecursiveBodyUpdate(Entity<BodyPartComponent> ent, EntityUid? bodyUid)
{
ent.Comp.Body = bodyUid;
Dirty(ent, ent.Comp);
foreach (var slotId in ent.Comp.Organs.Keys)
{
if (!Containers.TryGetContainer(ent, GetOrganContainerId(slotId), out var container))
continue;
foreach (var organ in container.ContainedEntities)
{
if (!TryComp(organ, out OrganComponent? organComp))
continue;
Dirty(organ, organComp);
if (organComp.Body is { Valid: true } oldBodyUid)
{
var removedEv = new OrganRemovedFromBodyEvent(oldBodyUid, ent);
RaiseLocalEvent(organ, ref removedEv);
}
organComp.Body = bodyUid;
if (bodyUid is not null)
{
var addedEv = new OrganAddedToBodyEvent(bodyUid.Value, ent);
RaiseLocalEvent(organ, ref addedEv);
}
}
}
// The code for RemovePartEffect() should live here, because it literally is the point of this recursive function.
// But the debug asserts at the top plus existing tests need refactoring for this. So we'll be lazy.
foreach (var slotId in ent.Comp.Children.Keys)
{
if (!Containers.TryGetContainer(ent, GetPartSlotContainerId(slotId), out var container))
continue;
foreach (var containedUid in container.ContainedEntities)
{
if (TryComp(containedUid, out BodyPartComponent? childPart))
RecursiveBodyUpdate((containedUid, childPart), bodyUid);
}
}
}
protected virtual void AddPart(
Entity<BodyComponent?> bodyEnt,
Entity<BodyPartComponent> partEnt,
string slotId)
{
Dirty(partEnt, partEnt.Comp);
partEnt.Comp.Body = bodyEnt;
if (partEnt.Comp.Enabled && partEnt.Comp.Body is { Valid: true } body) // Shitmed Change
RaiseLocalEvent(partEnt, new BodyPartComponentsModifyEvent(body, true));
var ev = new BodyPartAddedEvent(slotId, partEnt);
RaiseLocalEvent(bodyEnt, ref ev);
AddLeg(partEnt, bodyEnt);
}
protected virtual void RemovePart(
Entity<BodyComponent?> bodyEnt,
Entity<BodyPartComponent> partEnt,
string slotId)
{
Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false);
Dirty(partEnt, partEnt.Comp);
// Shitmed Change Start
if (partEnt.Comp.Body is { Valid: true } body)
RaiseLocalEvent(partEnt, new BodyPartComponentsModifyEvent(body, false));
partEnt.Comp.ParentSlot = null;
// Shitmed Change End
var ev = new BodyPartRemovedEvent(slotId, partEnt);
RaiseLocalEvent(bodyEnt, ref ev);
RemoveLeg(partEnt, bodyEnt);
RemovePartEffect(partEnt, bodyEnt); // Shitmed Change
PartRemoveDamage(bodyEnt, partEnt);
}
private void AddLeg(Entity<BodyPartComponent> legEnt, Entity<BodyComponent?> bodyEnt)
{
if (!Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
return;
if (legEnt.Comp.PartType == BodyPartType.Leg)
{
bodyEnt.Comp.LegEntities.Add(legEnt);
UpdateMovementSpeed(bodyEnt);
Dirty(bodyEnt, bodyEnt.Comp);
}
}
private void RemoveLeg(Entity<BodyPartComponent> legEnt, Entity<BodyComponent?> bodyEnt)
{
if (!Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
return;
if (legEnt.Comp.PartType == BodyPartType.Leg)
{
bodyEnt.Comp.LegEntities.Remove(legEnt);
UpdateMovementSpeed(bodyEnt);
Dirty(bodyEnt, bodyEnt.Comp);
if (!_buckle.IsBuckled(bodyEnt)) // WD EDIT
Standing.Down(bodyEnt);
RaiseLocalEvent(bodyEnt, new DropHandItemsEvent(), false); // WD EDIT
}
}
private void PartRemoveDamage(Entity<BodyComponent?> bodyEnt, Entity<BodyPartComponent> partEnt)
{
if (!Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false))
return;
if (!_timing.ApplyingState
&& partEnt.Comp.IsVital
&& !GetBodyChildrenOfType(bodyEnt, partEnt.Comp.PartType, bodyEnt.Comp).Any()
)
{
var damage = new DamageSpecifier(Prototypes.Index<DamageTypePrototype>("Bloodloss"), partEnt.Comp.VitalDamage); // Shitmed Change
Damageable.TryChangeDamage(bodyEnt, damage, partMultiplier: 0f); // Shitmed Change
}
}
/// <summary>
/// Tries to get the parent body part to this if applicable.
/// Doesn't validate if it's a part of body system.
/// </summary>
public EntityUid? GetParentPartOrNull(EntityUid uid)
{
if (!Containers.TryGetContainingContainer((uid, null, null), out var container))
return null;
var parent = container.Owner;
if (!HasComp<BodyPartComponent>(parent))
return null;
return parent;
}
/// <summary>
/// Tries to get the parent body part and slot to this if applicable.
/// </summary>
public (EntityUid Parent, string Slot)? GetParentPartAndSlotOrNull(EntityUid uid)
{
if (!Containers.TryGetContainingContainer((uid, null, null), out var container))
return null;
var slotId = GetPartSlotContainerIdFromContainer(container.ID);
if (string.IsNullOrEmpty(slotId))
return null;
var parent = container.Owner;
if (!TryComp<BodyPartComponent>(parent, out var parentBody)
|| !parentBody.Children.ContainsKey(slotId))
return null;
return (parent, slotId);
}
/// <summary>
/// Tries to get the relevant parent body part to this if it exists.
/// It won't exist if this is the root body part or if it's not in a body.
/// </summary>
public bool TryGetParentBodyPart(
EntityUid partUid,
[NotNullWhen(true)] out EntityUid? parentUid,
[NotNullWhen(true)] out BodyPartComponent? parentComponent)
{
DebugTools.Assert(HasComp<BodyPartComponent>(partUid));
parentUid = null;
parentComponent = null;
if (Containers.TryGetContainingContainer((partUid, null, null), out var container) &&
TryComp(container.Owner, out parentComponent))
{
parentUid = container.Owner;
return true;
}
return false;
}
#region Slots
/// <summary>
/// Creates a BodyPartSlot on the specified partUid.
/// </summary>
private BodyPartSlot? CreatePartSlot(
EntityUid partUid,
string slotId,
BodyPartType partType,
BodyPartComponent? part = null)
{
if (!Resolve(partUid, ref part, logMissing: false))
return null;
Containers.EnsureContainer<ContainerSlot>(partUid, GetPartSlotContainerId(slotId));
var partSlot = new BodyPartSlot(slotId, partType);
part.Children.Add(slotId, partSlot);
Dirty(partUid, part);
return partSlot;
}
/// <summary>
/// Tries to create a BodyPartSlot on the specified partUid.
/// </summary>
/// <returns>false if not relevant or can't add it.</returns>
public bool TryCreatePartSlot(
EntityUid? partId,
string slotId,
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.ContainsKey(slotId) // Shitmed Change
&& !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);
}
/// <summary>
/// Shitmed Change: 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);
}
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);
}
#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,
// Shitmed Change
BodyPartSymmetry? symmetry = null)
{
foreach (var part in GetBodyChildren(bodyId, body))
{
if (part.Component.PartType == type && (symmetry == null || part.Component.Symmetry == symmetry)) // Shitmed Change
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;
}
// Shitmed Change Start
/// <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;
}
private bool TryGetPartSlotContainerName(BodyPartType partType, out HashSet<string> containerNames)
{
containerNames = partType switch
{
BodyPartType.Hand => new() { "gloves" },
BodyPartType.Foot => new() { "shoes" },
BodyPartType.Head => new() { "eyes", "ears", "head", "mask" },
_ => new()
};
return containerNames.Count > 0;
}
private bool TryGetPartFromSlotContainer(string slot, out BodyPartType? partType)
{
partType = slot switch
{
"gloves" => BodyPartType.Hand,
"shoes" => BodyPartType.Foot,
"eyes" or "ears" or "head" or "mask" => BodyPartType.Head,
_ => null
};
return partType is not null;
}
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;
}
public string GetSlotFromBodyPart(BodyPartComponent? part)
{
var slotName = "";
if (part is null)
return slotName;
if (part.SlotId != "")
slotName = part.SlotId;
else
slotName = part.PartType.ToString().ToLower();
if (part.Symmetry != BodyPartSymmetry.None)
return $"{part.Symmetry.ToString().ToLower()} {slotName}";
else
return slotName;
}
// Shitmed Change End
/// <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;
}
#endregion
}