Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -1,40 +1,126 @@
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using System;
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#nullable enable
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using System;
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using Content.Shared.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Chemistry
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{
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public class SharedSolutionContainerComponent : Component
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public abstract class SharedSolutionContainerComponent : Component
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{
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public override string Name => "SolutionContainer";
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/// <inheritdoc />
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public sealed override uint? NetID => ContentNetIDs.SOLUTION;
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[Serializable, NetSerializable]
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public class SolutionComponentState : ComponentState
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private Solution _solution = new Solution();
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private ReagentUnit _maxVolume;
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private Color _substanceColor;
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/// <summary>
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/// The contained solution.
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/// </summary>
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[ViewVariables]
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public Solution Solution
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{
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public SolutionComponentState() : base(ContentNetIDs.SOLUTION) { }
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get => _solution;
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set
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{
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if (_solution == value)
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{
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return;
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}
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_solution = value;
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Dirty();
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}
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}
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/// <summary>
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/// The total volume of all the of the reagents in the container.
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/// </summary>
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[ViewVariables]
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public ReagentUnit CurrentVolume => Solution.TotalVolume;
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/// <summary>
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/// The maximum volume of the container.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentUnit MaxVolume
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{
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get => _maxVolume;
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set
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{
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if (_maxVolume == value)
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{
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return;
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}
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_maxVolume = value;
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Dirty();
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}
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}
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/// <summary>
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/// The current blended color of all the reagents in the container.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual Color SubstanceColor
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{
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get => _substanceColor;
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set
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{
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if (_substanceColor == value)
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{
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return;
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}
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_substanceColor = value;
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Dirty();
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}
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}
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/// <summary>
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/// The current capabilities of this container (is the top open to pour? can I inject it into another object?).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public SolutionContainerCaps Capabilities { get; set; }
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public abstract bool CanAddSolution(Solution solution);
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public abstract bool TryAddSolution(Solution solution, bool skipReactionCheck = false, bool skipColor = false);
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public abstract bool TryRemoveReagent(string reagentId, ReagentUnit quantity);
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/// <inheritdoc />
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public override ComponentState GetComponentState()
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{
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return new SolutionComponentState();
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return new SolutionContainerComponentState(Solution);
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState == null)
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if (!(curState is SolutionContainerComponentState state))
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{
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return;
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}
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// var compState = (SolutionComponentState)curState;
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// Is there anything we even need to sync with client?
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_solution = state.Solution;
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}
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}
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[Serializable, NetSerializable]
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public class SolutionContainerComponentState : ComponentState
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{
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public readonly Solution Solution;
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public SolutionContainerComponentState(Solution solution) : base(ContentNetIDs.SOLUTION)
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{
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Solution = solution;
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}
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}
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}
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