# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
886 lines
28 KiB
C#
886 lines
28 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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.Movement.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Physics;
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using Robust.Shared.Utility;
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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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private static readonly ProtoId<DamageTypePrototype> BloodlossDamageType = "Bloodloss";
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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, EntInsertedIntoContainerMessage>(OnBodyPartInserted);
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SubscribeLocalEvent<BodyPartComponent, EntRemovedFromContainerMessage>(OnBodyPartRemoved);
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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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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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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);
|
|
}
|
|
|
|
protected virtual void RemovePart(
|
|
Entity<BodyComponent?> bodyEnt,
|
|
Entity<BodyPartComponent> partEnt,
|
|
string slotId)
|
|
{
|
|
Resolve(bodyEnt, ref bodyEnt.Comp, logMissing: false);
|
|
Dirty(partEnt, partEnt.Comp);
|
|
partEnt.Comp.Body = null;
|
|
|
|
var ev = new BodyPartRemovedEvent(slotId, partEnt);
|
|
RaiseLocalEvent(bodyEnt, ref ev);
|
|
|
|
RemoveLeg(partEnt, bodyEnt);
|
|
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 (!bodyEnt.Comp.LegEntities.Any())
|
|
{
|
|
Standing.Down(bodyEnt);
|
|
}
|
|
}
|
|
}
|
|
|
|
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()
|
|
)
|
|
{
|
|
// TODO BODY SYSTEM KILL : remove this when wounding and required parts are implemented properly
|
|
var damage = new DamageSpecifier(Prototypes.Index(BloodlossDamageType), 300);
|
|
Damageable.TryChangeDamage(bodyEnt, damage);
|
|
}
|
|
}
|
|
|
|
/// <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.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);
|
|
}
|
|
|
|
#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;
|
|
}
|
|
|
|
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;
|
|
var maxDensity = 0f; // 🌟Starlight🌟
|
|
foreach (var legEntity in body.LegEntities)
|
|
{
|
|
if (!TryComp<MovementBodyPartComponent>(legEntity, out var legModifier))
|
|
continue;
|
|
|
|
walkSpeed += legModifier.WalkSpeed;
|
|
sprintSpeed += legModifier.SprintSpeed;
|
|
acceleration += legModifier.Acceleration;
|
|
maxDensity += legModifier.MaxDensity; // 🌟Starlight🌟
|
|
}
|
|
|
|
// 🌟Starlight🌟 Start
|
|
var density = TryComp<FixturesComponent>(bodyId, out var fixtures)
|
|
&& fixtures.Fixtures.TryGetValue("fix1", out var fixture)
|
|
? fixture.Density : 185f;
|
|
|
|
var speedFactor = density > maxDensity && maxDensity > 0f
|
|
? maxDensity / density
|
|
: 1f;
|
|
|
|
walkSpeed *= speedFactor;
|
|
sprintSpeed *= speedFactor;
|
|
acceleration *= speedFactor;
|
|
|
|
// 🌟Starlight🌟 End
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Sunrise-Start
|
|
public IEnumerable<Entity<BodyPartComponent>> GetAllBodyPart(
|
|
EntityUid partId,
|
|
BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
yield break;
|
|
|
|
foreach (var (slotId, slot) in part.Children)
|
|
{
|
|
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;
|
|
yield return (containedEnt, childPart);
|
|
|
|
foreach (var subPart in GetAllBodyPart(containedEnt, childPart))
|
|
{
|
|
yield return subPart;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Sunrise-End
|
|
|
|
|
|
/// <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)
|
|
{
|
|
foreach (var part in GetBodyChildren(bodyId, body))
|
|
{
|
|
if (part.Component.PartType == type)
|
|
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>
|
|
/// 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;
|
|
}
|
|
|
|
public bool TryGetFreePartSlot(EntityUid partId, [NotNullWhen(true)] out string? freeSlotId, BodyPartComponent? part = null)
|
|
{
|
|
freeSlotId = null;
|
|
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
return false;
|
|
|
|
foreach (var (slotId, slot) in part.Children)
|
|
{
|
|
var containerId = GetPartSlotContainerId(slotId);
|
|
|
|
if (!Containers.TryGetContainer(partId, containerId, out var container))
|
|
continue;
|
|
|
|
if (container.ContainedEntities.Count == 0)
|
|
{
|
|
freeSlotId = slotId;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
public IEnumerable<string> TryGetFreePartSlots(EntityUid partId, BodyPartComponent? part = null)
|
|
{
|
|
if (!Resolve(partId, ref part, logMissing: false))
|
|
yield break;
|
|
|
|
foreach (var (slotId, slot) in part.Children)
|
|
{
|
|
var containerId = GetPartSlotContainerId(slotId);
|
|
|
|
if (!Containers.TryGetContainer(partId, containerId, out var container))
|
|
continue;
|
|
|
|
if (container.ContainedEntities.Count == 0)
|
|
{
|
|
yield return slotId;
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
}
|