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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
115 lines
3.1 KiB
C#
115 lines
3.1 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Part;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedBodySystem))]
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public sealed partial class BodyPartComponent : Component
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{
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// Need to set this on container changes as it may be several transform parents up the hierarchy.
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/// <summary>
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/// Parent body for this part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Body;
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[DataField, AutoNetworkedField]
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public BodyPartType PartType = BodyPartType.Other;
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// TODO BODY Replace with a simulation of organs
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/// <summary>
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/// Whether or not the owning <see cref="Body"/> will die if all
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/// <see cref="BodyComponent"/>s of this type are removed from it.
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/// </summary>
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[DataField("vital"), AutoNetworkedField]
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public bool IsVital;
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[DataField, AutoNetworkedField]
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public BodyPartSymmetry Symmetry = BodyPartSymmetry.None;
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/// <summary>
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/// Child body parts attached to this body part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<string, BodyPartSlot> Children = new();
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/// <summary>
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/// Organs attached to this body part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<string, OrganSlot> Organs = new();
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/// <summary>
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/// These are only for VV/Debug do not use these for gameplay/systems
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/// </summary>
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[ViewVariables]
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private List<ContainerSlot> BodyPartSlotsVV
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{
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get
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{
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List<ContainerSlot> temp = new();
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var containerSystem = IoCManager.Resolve<IEntityManager>().System<SharedContainerSystem>();
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foreach (var slotId in Children.Keys)
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{
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temp.Add((ContainerSlot) containerSystem.GetContainer(Owner, SharedBodySystem.PartSlotContainerIdPrefix+slotId));
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}
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return temp;
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}
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}
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[ViewVariables]
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private List<ContainerSlot> OrganSlotsVV
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{
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get
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{
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List<ContainerSlot> temp = new();
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var containerSystem = IoCManager.Resolve<IEntityManager>().System<SharedContainerSystem>();
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foreach (var slotId in Organs.Keys)
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{
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temp.Add((ContainerSlot) containerSystem.GetContainer(Owner, SharedBodySystem.OrganSlotContainerIdPrefix+slotId));
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}
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return temp;
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}
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}
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}
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/// <summary>
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/// Contains metadata about a body part in relation to its slot.
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/// </summary>
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[NetSerializable, Serializable]
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[DataRecord]
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public partial struct BodyPartSlot
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{
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public string Id;
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public BodyPartType Type;
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public BodyPartSlot(string id, BodyPartType type)
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{
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Id = id;
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Type = type;
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}
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};
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/// <summary>
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/// Contains metadata about an organ part in relation to its slot.
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/// </summary>
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[NetSerializable, Serializable]
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[DataRecord]
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public partial struct OrganSlot
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{
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public string Id;
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public OrganSlot(string id)
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{
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Id = id;
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}
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};
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