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224 lines
6.2 KiB
C#
224 lines
6.2 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Medical.Surgery.Tools;
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using Content.Shared.Targeting;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedBodySystem))]
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public sealed partial class BodyPartComponent : Component, ISurgeryToolComponent
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{
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// Need to set this on container changes as it may be several transform parents up the hierarchy.
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/// <summary>
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/// Parent body for this part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Body;
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[DataField, AutoNetworkedField]
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public EntityUid? OriginalBody;
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[DataField, AutoNetworkedField]
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public BodyPartSlot? ParentSlot;
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[DataField, AutoNetworkedField]
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public BodyPartType PartType = BodyPartType.Other;
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// TODO BODY Replace with a simulation of organs
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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="BodyComponent"/>s of this type are removed from it.
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/// </summary>
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[DataField("vital"), AutoNetworkedField]
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public bool IsVital;
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/// <summary>
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/// Amount of damage to deal when the part gets removed.
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/// Only works if IsVital is true.
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/// </summary>
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[DataField, AutoNetworkedField]
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public FixedPoint2 VitalDamage = 100;
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[DataField, AutoNetworkedField]
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public BodyPartSymmetry Symmetry = BodyPartSymmetry.None;
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[DataField]
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public string ToolName { get; set; } = "A body part";
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[DataField, AutoNetworkedField]
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public bool? Used { get; set; } = null;
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/// <summary>
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/// Child body parts attached to this body part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<string, BodyPartSlot> Children = new();
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/// <summary>
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/// Organs attached to this body part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<string, OrganSlot> Organs = new();
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/// <summary>
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/// What's the max health this body part can have?
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/// </summary>
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[DataField]
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public float MinIntegrity;
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/// <summary>
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/// Whether this body part is enabled or not.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// Whether this body part can be enabled or not. Used for non-functional prosthetics.
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/// </summary>
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[DataField]
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public bool CanEnable = true;
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/// <summary>
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/// How long it takes to run another self heal tick on the body part.
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/// </summary>
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[DataField]
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public float HealingTime = 30;
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/// <summary>
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/// How long it has been since the last self heal tick on the body part.
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/// </summary>
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public float HealingTimer;
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/// <summary>
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/// How much health to heal on the body part per tick.
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/// </summary>
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[DataField]
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public float SelfHealingAmount = 5;
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/// <summary>
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/// The name of the container for this body part. Used in insertion surgeries.
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/// </summary>
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[DataField]
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public string ContainerName { get; set; } = "part_slot";
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/// <summary>
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/// The slot for item insertion.
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/// </summary>
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[DataField, AutoNetworkedField]
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public ItemSlot ItemInsertionSlot = new();
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/// <summary>
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/// Current species. Dictates things like body part sprites.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string Species { get; set; } = "";
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/// <summary>
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/// The total damage that has to be dealt to a body part
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/// to make possible severing it.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SeverIntegrity = 90;
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/// <summary>
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/// The ID of the base layer for this body part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? BaseLayerId;
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/// <summary>
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/// On what TargetIntegrity we should re-enable the part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TargetIntegrity EnableIntegrity = TargetIntegrity.ModeratelyWounded;
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[DataField, AutoNetworkedField]
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public Dictionary<TargetIntegrity, float> IntegrityThresholds = new()
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{
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{ TargetIntegrity.CriticallyWounded, 90 },
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{ TargetIntegrity.HeavilyWounded, 75 },
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{ TargetIntegrity.ModeratelyWounded, 60 },
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{ TargetIntegrity.SomewhatWounded, 40},
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{ TargetIntegrity.LightlyWounded, 20 },
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{ TargetIntegrity.Healthy, 10 },
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};
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/// <summary>
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/// These are only for VV/Debug do not use these for gameplay/systems
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/// </summary>
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[ViewVariables]
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private List<ContainerSlot> BodyPartSlotsVV
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{
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get
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{
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List<ContainerSlot> temp = new();
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var containerSystem = IoCManager.Resolve<IEntityManager>().System<SharedContainerSystem>();
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foreach (var slotId in Children.Keys)
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{
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temp.Add((ContainerSlot) containerSystem.GetContainer(Owner, SharedBodySystem.PartSlotContainerIdPrefix+slotId));
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}
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return temp;
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}
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}
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[ViewVariables]
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private List<ContainerSlot> OrganSlotsVV
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{
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get
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{
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List<ContainerSlot> temp = new();
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var containerSystem = IoCManager.Resolve<IEntityManager>().System<SharedContainerSystem>();
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foreach (var slotId in Organs.Keys)
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{
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temp.Add((ContainerSlot) containerSystem.GetContainer(Owner, SharedBodySystem.OrganSlotContainerIdPrefix+slotId));
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}
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return temp;
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}
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}
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}
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/// <summary>
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/// Contains metadata about a body part in relation to its slot.
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/// </summary>
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[NetSerializable, Serializable]
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[DataRecord]
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public partial struct BodyPartSlot
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{
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public string Id;
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public BodyPartType Type;
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public BodyPartSlot(string id, BodyPartType type)
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{
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Id = id;
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Type = type;
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}
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};
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/// <summary>
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/// Contains metadata about an organ part in relation to its slot.
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/// </summary>
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[NetSerializable, Serializable]
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[DataRecord]
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public partial struct OrganSlot
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{
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public string Id;
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public OrganSlot(string id)
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{
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Id = id;
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}
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};
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