Files
wwdpublic/Content.Shared/Body/Systems/SharedBodySystem.Body.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

294 lines
10 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.Body.Components;
using Content.Shared.Body.Organ;
using Content.Shared.Body.Part;
using Content.Shared.Body.Prototypes;
using Content.Shared.DragDrop;
using Robust.Shared.Containers;
using Robust.Shared.Map;
namespace Content.Shared.Body.Systems;
public partial class SharedBodySystem
{
/*
* tl;dr of how bobby works
* - BodyComponent uses a BodyPrototype as a template.
* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
*/
private void InitializeBody()
{
// Body here to handle root body parts.
SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
}
private void OnBodyInserted(EntityUid uid, BodyComponent component, EntInsertedIntoContainerMessage args)
{
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var entity = args.Entity;
if (TryComp(entity, out BodyPartComponent? childPart))
{
AddPart(uid, entity, slotId, childPart);
RecursiveBodyUpdate(entity, uid, childPart);
}
if (TryComp(entity, out OrganComponent? organ))
{
AddOrgan(entity, uid, uid, organ);
}
}
private void OnBodyRemoved(EntityUid uid, BodyComponent component, EntRemovedFromContainerMessage args)
{
// TODO: lifestage shenanigans
if (LifeStage(uid) >= EntityLifeStage.Terminating)
return;
// Root body part?
var slotId = args.Container.ID;
if (slotId != BodyRootContainerId)
return;
var entity = args.Entity;
if (TryComp(entity, out BodyPartComponent? childPart))
{
RemovePart(uid, entity, slotId, childPart);
RecursiveBodyUpdate(entity, null, childPart);
}
if (TryComp(entity, out OrganComponent? organ))
{
RemoveOrgan(entity, uid, organ);
}
}
private void OnBodyInit(EntityUid bodyId, BodyComponent body, ComponentInit args)
{
// Setup the initial container.
body.RootContainer = Containers.EnsureContainer<ContainerSlot>(bodyId, BodyRootContainerId);
}
private void OnBodyMapInit(EntityUid bodyId, BodyComponent body, MapInitEvent args)
{
if (body.Prototype == null)
return;
// One-time setup
// Obviously can't run in Init to avoid double-spawns on save / load.
var prototype = Prototypes.Index(body.Prototype.Value);
MapInitBody(bodyId, prototype);
}
private void MapInitBody(EntityUid bodyEntity, BodyPrototype prototype)
{
var protoRoot = prototype.Slots[prototype.Root];
if (protoRoot.Part == null)
return;
// This should already handle adding the entity to the root.
var rootPartEntity = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
var rootPart = Comp<BodyPartComponent>(rootPartEntity);
rootPart.Body = bodyEntity;
Dirty(rootPartEntity, rootPart);
// Setup the rest of the body entities.
SetupOrgans(rootPartEntity, rootPart, protoRoot.Organs);
MapInitParts(rootPartEntity, prototype);
}
private void OnBodyCanDrag(EntityUid uid, BodyComponent component, ref CanDragEvent args)
{
args.Handled = true;
}
/// <summary>
/// Sets up all of the relevant body parts for a particular body entity and root part.
/// </summary>
private void MapInitParts(EntityUid rootPartId, BodyPrototype prototype)
{
// Start at the root part and traverse the body graph, setting up parts as we go.
// Basic BFS pathfind.
var rootSlot = prototype.Root;
var frontier = new Queue<string>();
frontier.Enqueue(rootSlot);
// Child -> Parent connection.
var cameFrom = new Dictionary<string, string>();
cameFrom[rootSlot] = rootSlot;
// Maps slot to its relevant entity.
var cameFromEntities = new Dictionary<string, EntityUid>();
cameFromEntities[rootSlot] = rootPartId;
while (frontier.TryDequeue(out var currentSlotId))
{
var currentSlot = prototype.Slots[currentSlotId];
foreach (var connection in currentSlot.Connections)
{
// Already been handled
if (!cameFrom.TryAdd(connection, currentSlotId))
continue;
// Setup part
var connectionSlot = prototype.Slots[connection];
var parentEntity = cameFromEntities[currentSlotId];
var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
// Spawn the entity on the target
// then get the body part type, create the slot, and finally
// we can insert it into the container.
var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
cameFromEntities[connection] = childPart;
var childPartComponent = Comp<BodyPartComponent>(childPart);
var partSlot = CreatePartSlot(parentEntity, connection, childPartComponent.PartType, parentPartComponent);
var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
if (partSlot == null || !cont.Insert(childPart))
{
Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
QueueDel(childPart);
continue;
}
// Add organs
SetupOrgans(childPart, childPartComponent, connectionSlot.Organs);
// Enqueue it so we can also get its neighbors.
frontier.Enqueue(connection);
}
}
}
private void SetupOrgans(EntityUid partId, BodyPartComponent partComponent, Dictionary<string, string> organs)
{
foreach (var (organSlotId, organProto) in organs)
{
var slot = CreateOrganSlot(organSlotId, partId, partComponent);
SpawnInContainerOrDrop(organProto, partId, GetOrganContainerId(organSlotId));
if (slot == null)
{
Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(partId)}");
}
}
}
/// <summary>
/// Gets all body containers on this entity including the root one.
/// </summary>
public IEnumerable<BaseContainer> GetBodyContainers(EntityUid id, BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (!Resolve(id, ref body, false) ||
body.RootContainer.ContainedEntity == null ||
!Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
{
yield break;
}
yield return body.RootContainer;
foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return childContainer;
}
}
/// <summary>
/// Gets all child body parts of this entity, including the root entity.
/// </summary>
public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(EntityUid? id, BodyComponent? body = null,
BodyPartComponent? rootPart = null)
{
if (id == null ||
!Resolve(id.Value, ref body, false) ||
body.RootContainer.ContainedEntity == null ||
!Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
{
yield break;
}
foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
{
yield return child;
}
}
public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(EntityUid? bodyId, BodyComponent? body = null)
{
if (bodyId == null || !Resolve(bodyId.Value, ref body, false))
yield break;
foreach (var part in GetBodyChildren(bodyId, body))
{
foreach (var organ in GetPartOrgans(part.Id, part.Component))
{
yield return organ;
}
}
}
/// <summary>
/// Returns all body part slots for this entity.
/// </summary>
/// <param name="bodyId"></param>
/// <param name="body"></param>
/// <returns></returns>
public IEnumerable<BodyPartSlot> GetBodyAllSlots(EntityUid bodyId, BodyComponent? body = null)
{
if (!Resolve(bodyId, ref body, false) || body.RootContainer.ContainedEntity == null)
yield break;
foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
{
yield return slot;
}
}
public virtual HashSet<EntityUid> GibBody(EntityUid bodyId, bool gibOrgans = false,
BodyComponent? body = null, bool deleteItems = false)
{
var gibs = new HashSet<EntityUid>();
if (!Resolve(bodyId, ref body, false))
return gibs;
var parts = GetBodyChildren(bodyId, body).ToArray();
gibs.EnsureCapacity(parts.Length);
foreach (var part in parts)
{
SharedTransform.AttachToGridOrMap(part.Id);
gibs.Add(part.Id);
if (!gibOrgans)
continue;
foreach (var organ in GetPartOrgans(part.Id, part.Component))
{
SharedTransform.AttachToGridOrMap(organ.Id);
gibs.Add(organ.Id);
}
}
return gibs;
}
}