2020-10-10 15:25:13 +02:00
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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2021-06-09 22:19:39 +02:00
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using Content.Shared.Body.Part;
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2021-11-11 16:10:57 -07:00
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using Content.Shared.Body.Prototypes;
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2020-12-07 14:52:55 +01:00
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using Content.Shared.Damage;
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2021-09-15 03:07:37 +10:00
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using Content.Shared.Damage.Prototypes;
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2021-06-09 22:19:39 +02:00
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using Content.Shared.Standing;
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2021-07-12 01:32:10 -07:00
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using Robust.Shared.GameStates;
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2020-10-10 15:25:13 +02:00
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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2021-06-09 22:19:39 +02:00
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namespace Content.Shared.Body.Components
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2020-10-10 15:25:13 +02:00
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{
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// TODO BODY Damage methods for collections of IDamageableComponents
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2021-07-12 01:32:10 -07:00
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[NetworkedComponent()]
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2022-01-04 02:17:39 -07:00
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public abstract class SharedBodyComponent : Component, ISerializationHooks
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2020-10-10 15:25:13 +02:00
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[ViewVariables]
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2021-05-04 15:37:16 +02:00
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[DataField("template", required: true)]
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2021-12-01 03:44:34 -07:00
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private string? TemplateId { get; }
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[ViewVariables]
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[DataField("preset", required: true)]
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private string? PresetId { get; }
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[ViewVariables]
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public BodyTemplatePrototype? Template => TemplateId == null
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? null
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: _prototypeManager.Index<BodyTemplatePrototype>(TemplateId);
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[ViewVariables]
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public BodyPresetPrototype? Preset => PresetId == null
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? null
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: _prototypeManager.Index<BodyPresetPrototype>(PresetId);
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[ViewVariables]
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private Dictionary<string, BodyPartSlot> SlotIds { get; } = new();
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2020-10-10 15:25:13 +02:00
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[ViewVariables]
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private Dictionary<SharedBodyPartComponent, BodyPartSlot> SlotParts { get; } = new();
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[ViewVariables]
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public IEnumerable<BodyPartSlot> Slots => SlotIds.Values;
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[ViewVariables]
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public IEnumerable<KeyValuePair<SharedBodyPartComponent, BodyPartSlot>> Parts => SlotParts;
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public BodyPartSlot? CenterSlot =>
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Template?.CenterSlot is { } centerSlot
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? SlotIds.GetValueOrDefault(centerSlot)
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: null;
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public SharedBodyPartComponent? CenterPart => CenterSlot?.Part;
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protected override void Initialize()
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{
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base.Initialize();
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// TODO BODY BeforeDeserialization
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// TODO BODY Move to template or somewhere else
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if (TemplateId != null)
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{
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var template = _prototypeManager.Index<BodyTemplatePrototype>(TemplateId);
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foreach (var (id, partType) in template.Slots)
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{
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SetSlot(id, partType);
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}
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foreach (var (slotId, connectionIds) in template.Connections)
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{
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var connections = connectionIds.Select(id => SlotIds[id]);
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SlotIds[slotId].SetConnectionsInternal(connections);
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}
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}
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}
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2021-06-19 19:41:26 -07:00
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protected override void OnRemove()
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{
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foreach (var slot in SlotIds.Values)
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{
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slot.Shutdown();
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}
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base.OnRemove();
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}
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private BodyPartSlot SetSlot(string id, BodyPartType type)
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{
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var slot = new BodyPartSlot(id, type);
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SlotIds[id] = slot;
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slot.PartAdded += part => OnAddPart(slot, part);
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slot.PartRemoved += part => OnRemovePart(slot, part);
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return slot;
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}
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private Dictionary<BodyPartSlot, SharedBodyPartComponent> GetHangingParts(BodyPartSlot from)
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{
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var hanging = new Dictionary<BodyPartSlot, SharedBodyPartComponent>();
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foreach (var connection in from.Connections)
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{
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if (connection.Part != null &&
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!ConnectedToCenter(connection.Part))
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{
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hanging.Add(connection, connection.Part);
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}
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}
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return hanging;
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2021-03-05 01:08:38 +01:00
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}
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2021-06-16 16:44:38 +02:00
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protected virtual bool CanAddPart(string slotId, SharedBodyPartComponent part)
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{
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if (!SlotIds.TryGetValue(slotId, out var slot) ||
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slot.CanAddPart(part))
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2020-10-10 15:25:13 +02:00
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{
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return false;
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}
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return true;
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}
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protected virtual void OnAddPart(BodyPartSlot slot, SharedBodyPartComponent part)
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{
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SlotParts[part] = slot;
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part.Body = this;
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var argsAdded = new BodyPartAddedEventArgs(slot.Id, part);
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2020-10-10 15:25:13 +02:00
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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// TODO: Body refactor. Somebody is doing it
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// EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartAdded(Owner, argsAdded);
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2021-12-03 15:53:09 +01:00
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foreach (var component in IoCManager.Resolve<IEntityManager>().GetComponents<IBodyPartAdded>(Owner).ToArray())
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2020-10-10 15:25:13 +02:00
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{
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component.BodyPartAdded(argsAdded);
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}
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// TODO BODY Sort this duplicate out
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OnBodyChanged();
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}
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2021-06-16 16:44:38 +02:00
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protected virtual void OnRemovePart(BodyPartSlot slot, SharedBodyPartComponent part)
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2020-10-10 15:25:13 +02:00
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{
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2021-04-05 14:54:51 +02:00
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SlotParts.Remove(part);
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foreach (var connectedSlot in slot.Connections)
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{
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if (connectedSlot.Part != null &&
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!ConnectedToCenter(connectedSlot.Part))
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{
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RemovePart(connectedSlot.Part);
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}
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}
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2020-10-10 15:25:13 +02:00
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part.Body = null;
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2021-04-05 14:54:51 +02:00
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var args = new BodyPartRemovedEventArgs(slot.Id, part);
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2020-10-10 15:25:13 +02:00
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2021-10-16 15:28:02 -07:00
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
|
|
|
// TODO: Body refactor. Somebody is doing it
|
|
|
|
|
// EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartRemoved(Owner, args);
|
2021-12-03 15:53:09 +01:00
|
|
|
foreach (var component in IoCManager.Resolve<IEntityManager>().GetComponents<IBodyPartRemoved>(Owner))
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
component.BodyPartRemoved(args);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// creadth: fall down if no legs
|
2021-04-05 14:54:51 +02:00
|
|
|
if (part.PartType == BodyPartType.Leg &&
|
|
|
|
|
GetPartsOfType(BodyPartType.Leg).ToArray().Length == 0)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-12-07 21:54:00 +11:00
|
|
|
EntitySystem.Get<StandingStateSystem>().Down(Owner);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
if (part.IsVital && SlotParts.Count(x => x.Value.PartType == part.PartType) == 0)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-09-15 03:07:37 +10:00
|
|
|
// TODO BODY SYSTEM KILL : Find a more elegant way of killing em than just dumping bloodloss damage.
|
|
|
|
|
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Bloodloss"), 300);
|
2021-12-07 22:22:34 +11:00
|
|
|
EntitySystem.Get<DamageableSystem>().TryChangeDamage(part.Owner, damage);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
OnBodyChanged();
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
// TODO BODY Sensible templates
|
|
|
|
|
public bool TryAddPart(string slotId, SharedBodyPartComponent part)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
DebugTools.AssertNotNull(part);
|
2021-04-05 14:54:51 +02:00
|
|
|
DebugTools.AssertNotNull(slotId);
|
2020-10-10 15:25:13 +02:00
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
if (!CanAddPart(slotId, part))
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
return false;
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
2021-04-05 14:54:51 +02:00
|
|
|
|
|
|
|
|
return SlotIds.TryGetValue(slotId, out var slot) &&
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|
|
|
|
slot.TryAddPart(part);
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public void SetPart(string slotId, SharedBodyPartComponent part)
|
2021-04-05 14:54:51 +02:00
|
|
|
{
|
|
|
|
|
if (!SlotIds.TryGetValue(slotId, out var slot))
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
slot = SetSlot(slotId, part.PartType);
|
|
|
|
|
SlotIds[slotId] = slot;
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
slot.SetPart(part);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public bool HasPart(SharedBodyPartComponent part)
|
2020-10-25 23:16:57 +01:00
|
|
|
{
|
|
|
|
|
DebugTools.AssertNotNull(part);
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
return SlotParts.ContainsKey(part);
|
2020-10-25 23:16:57 +01:00
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public bool RemovePart(SharedBodyPartComponent part)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
DebugTools.AssertNotNull(part);
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
return SlotParts.TryGetValue(part, out var slot) &&
|
|
|
|
|
slot.RemovePart();
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public bool TryDropPart(BodyPartSlot slot, [NotNullWhen(true)] out Dictionary<BodyPartSlot, SharedBodyPartComponent>? dropped)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
DebugTools.AssertNotNull(slot);
|
2020-10-10 15:25:13 +02:00
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
if (!SlotIds.TryGetValue(slot.Id, out var ownedSlot) ||
|
|
|
|
|
ownedSlot != slot ||
|
|
|
|
|
slot.Part == null)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
dropped = null;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
var oldPart = slot.Part;
|
|
|
|
|
dropped = GetHangingParts(slot);
|
|
|
|
|
|
|
|
|
|
if (!slot.RemovePart())
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
dropped = null;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
dropped[slot] = oldPart;
|
2020-10-10 15:25:13 +02:00
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public bool ConnectedToCenter(SharedBodyPartComponent part)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
return TryGetSlot(part, out var result) &&
|
2021-04-05 14:54:51 +02:00
|
|
|
ConnectedToCenterPartRecursion(result);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
private bool ConnectedToCenterPartRecursion(BodyPartSlot slot, HashSet<BodyPartSlot>? searched = null)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
searched ??= new HashSet<BodyPartSlot>();
|
|
|
|
|
|
|
|
|
|
if (Template?.CenterSlot == null)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
if (slot.Part == CenterPart)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
searched.Add(slot);
|
2020-10-10 15:25:13 +02:00
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
foreach (var connection in slot.Connections)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
if (!searched.Contains(connection) &&
|
|
|
|
|
ConnectedToCenterPartRecursion(connection, searched))
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public BodyPartSlot? GetSlot(SharedBodyPartComponent part)
|
2021-04-05 14:54:51 +02:00
|
|
|
{
|
|
|
|
|
return SlotParts.GetValueOrDefault(part);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public bool TryGetSlot(SharedBodyPartComponent part, [NotNullWhen(true)] out BodyPartSlot? slot)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
return (slot = GetSlot(part)) != null;
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
public IEnumerable<BodyPartSlot> GetSlotsOfType(BodyPartType type)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
foreach (var slot in SlotIds.Values)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
if (slot.PartType == type)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
yield return slot;
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
public bool HasPartOfType(BodyPartType type)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
foreach (var _ in GetPartsOfType(type))
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
2020-10-10 15:25:13 +02:00
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public IEnumerable<SharedBodyPartComponent> GetPartsOfType(BodyPartType type)
|
2021-04-05 14:54:51 +02:00
|
|
|
{
|
|
|
|
|
foreach (var slot in GetSlotsOfType(type))
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
if (slot.Part != null)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
yield return slot.Part;
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnBodyChanged()
|
|
|
|
|
{
|
|
|
|
|
Dirty();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO BODY optimize this
|
2021-04-05 14:54:51 +02:00
|
|
|
public BodyPartSlot SlotAt(int index)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
return SlotIds.Values.ElementAt(index);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public KeyValuePair<SharedBodyPartComponent, BodyPartSlot> PartAt(int index)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
return SlotParts.ElementAt(index);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-11-30 15:20:38 +01:00
|
|
|
public override ComponentState GetComponentState()
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
var parts = new (string slot, EntityUid partId)[SlotParts.Count];
|
2020-10-10 15:25:13 +02:00
|
|
|
|
|
|
|
|
var i = 0;
|
2021-04-05 14:54:51 +02:00
|
|
|
foreach (var (part, slot) in SlotParts)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2022-01-09 20:10:36 -08:00
|
|
|
parts[i] = (slot.Id, part.Owner);
|
2020-10-10 15:25:13 +02:00
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new BodyComponentState(parts);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
|
|
|
{
|
|
|
|
|
base.HandleComponentState(curState, nextState);
|
|
|
|
|
|
2020-11-26 14:33:31 +01:00
|
|
|
if (curState is not BodyComponentState state)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var newParts = state.Parts();
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
foreach (var (oldPart, slot) in SlotParts)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
if (!newParts.TryGetValue(slot.Id, out var newPart) ||
|
2020-10-10 15:25:13 +02:00
|
|
|
newPart != oldPart)
|
|
|
|
|
{
|
2020-10-18 11:12:17 +02:00
|
|
|
RemovePart(oldPart);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-04-05 14:54:51 +02:00
|
|
|
foreach (var (slotId, newPart) in newParts)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
if (!SlotIds.TryGetValue(slotId, out var slot) ||
|
|
|
|
|
slot.Part != newPart)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-04-05 14:54:51 +02:00
|
|
|
SetPart(slotId, newPart);
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2021-01-10 20:12:34 +01:00
|
|
|
|
2022-05-12 19:35:55 -04:00
|
|
|
public virtual HashSet<EntityUid> Gib(bool gibParts = false)
|
2021-01-10 20:12:34 +01:00
|
|
|
{
|
2022-07-05 09:24:29 -07:00
|
|
|
var entMgr = IoCManager.Resolve<IEntityManager>();
|
|
|
|
|
var metaQuery = entMgr.GetEntityQuery<MetaDataComponent>();
|
2022-05-12 19:35:55 -04:00
|
|
|
var gibs = new HashSet<EntityUid>();
|
2021-04-05 14:54:51 +02:00
|
|
|
foreach (var part in SlotParts.Keys)
|
2021-01-10 20:12:34 +01:00
|
|
|
{
|
2022-08-28 15:13:59 -07:00
|
|
|
if (!metaQuery.TryGetComponent(part.Owner, out var meta) ||
|
|
|
|
|
meta.EntityLifeStage >= EntityLifeStage.Terminating)
|
2022-07-05 09:24:29 -07:00
|
|
|
{
|
|
|
|
|
SlotParts.Remove(part);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
2022-05-12 19:35:55 -04:00
|
|
|
gibs.Add(part.Owner);
|
2021-01-10 20:12:34 +01:00
|
|
|
RemovePart(part);
|
|
|
|
|
|
|
|
|
|
if (gibParts)
|
2022-06-23 05:19:32 -07:00
|
|
|
gibs.UnionWith(part.Gib());
|
2021-01-10 20:12:34 +01:00
|
|
|
}
|
2022-05-12 19:35:55 -04:00
|
|
|
|
|
|
|
|
return gibs;
|
2021-01-10 20:12:34 +01:00
|
|
|
}
|
2020-10-10 15:25:13 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Serializable, NetSerializable]
|
2022-02-16 00:23:23 -07:00
|
|
|
public sealed class BodyComponentState : ComponentState
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
2021-06-16 16:44:38 +02:00
|
|
|
private Dictionary<string, SharedBodyPartComponent>? _parts;
|
2020-10-10 15:25:13 +02:00
|
|
|
|
|
|
|
|
public readonly (string slot, EntityUid partId)[] PartIds;
|
|
|
|
|
|
2021-07-12 01:32:10 -07:00
|
|
|
public BodyComponentState((string slot, EntityUid partId)[] partIds)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
PartIds = partIds;
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
public Dictionary<string, SharedBodyPartComponent> Parts(IEntityManager? entityManager = null)
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
if (_parts != null)
|
|
|
|
|
{
|
|
|
|
|
return _parts;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
entityManager ??= IoCManager.Resolve<IEntityManager>();
|
|
|
|
|
|
2021-06-16 16:44:38 +02:00
|
|
|
var parts = new Dictionary<string, SharedBodyPartComponent>(PartIds.Length);
|
2020-10-10 15:25:13 +02:00
|
|
|
|
|
|
|
|
foreach (var (slot, partId) in PartIds)
|
|
|
|
|
{
|
2021-12-05 18:09:01 +01:00
|
|
|
if (!entityManager.EntityExists(partId))
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-05 18:09:01 +01:00
|
|
|
if (!entityManager.TryGetComponent(partId, out SharedBodyPartComponent? part))
|
2020-10-10 15:25:13 +02:00
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
parts[slot] = part;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return _parts = parts;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|