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Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
294 lines
10 KiB
C#
294 lines
10 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Shared.Body.Components;
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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.Body.Prototypes;
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using Content.Shared.DragDrop;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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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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/*
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* tl;dr of how bobby works
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* - BodyComponent uses a BodyPrototype as a template.
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* - On MapInit we spawn the root entity in the prototype and spawn all connections outwards from here
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* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
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*/
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private void InitializeBody()
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{
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// Body here to handle root body parts.
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SubscribeLocalEvent<BodyComponent, EntInsertedIntoContainerMessage>(OnBodyInserted);
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SubscribeLocalEvent<BodyComponent, EntRemovedFromContainerMessage>(OnBodyRemoved);
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SubscribeLocalEvent<BodyComponent, ComponentInit>(OnBodyInit);
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SubscribeLocalEvent<BodyComponent, MapInitEvent>(OnBodyMapInit);
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SubscribeLocalEvent<BodyComponent, CanDragEvent>(OnBodyCanDrag);
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}
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private void OnBodyInserted(EntityUid uid, BodyComponent component, EntInsertedIntoContainerMessage args)
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{
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var entity = args.Entity;
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if (TryComp(entity, out BodyPartComponent? childPart))
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{
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AddPart(uid, entity, slotId, childPart);
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RecursiveBodyUpdate(entity, uid, childPart);
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}
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if (TryComp(entity, out OrganComponent? organ))
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{
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AddOrgan(entity, uid, uid, organ);
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}
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}
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private void OnBodyRemoved(EntityUid uid, BodyComponent component, EntRemovedFromContainerMessage args)
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{
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// TODO: lifestage shenanigans
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if (LifeStage(uid) >= EntityLifeStage.Terminating)
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return;
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// Root body part?
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var slotId = args.Container.ID;
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if (slotId != BodyRootContainerId)
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return;
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var entity = args.Entity;
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if (TryComp(entity, out BodyPartComponent? childPart))
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{
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RemovePart(uid, entity, slotId, childPart);
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RecursiveBodyUpdate(entity, null, childPart);
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}
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if (TryComp(entity, out OrganComponent? organ))
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{
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RemoveOrgan(entity, uid, organ);
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}
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}
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private void OnBodyInit(EntityUid bodyId, BodyComponent body, ComponentInit args)
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{
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// Setup the initial container.
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body.RootContainer = Containers.EnsureContainer<ContainerSlot>(bodyId, BodyRootContainerId);
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}
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private void OnBodyMapInit(EntityUid bodyId, BodyComponent body, MapInitEvent args)
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{
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if (body.Prototype == null)
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return;
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// One-time setup
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// Obviously can't run in Init to avoid double-spawns on save / load.
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var prototype = Prototypes.Index(body.Prototype.Value);
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MapInitBody(bodyId, prototype);
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}
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private void MapInitBody(EntityUid bodyEntity, BodyPrototype prototype)
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{
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var protoRoot = prototype.Slots[prototype.Root];
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if (protoRoot.Part == null)
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return;
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// This should already handle adding the entity to the root.
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var rootPartEntity = SpawnInContainerOrDrop(protoRoot.Part, bodyEntity, BodyRootContainerId);
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var rootPart = Comp<BodyPartComponent>(rootPartEntity);
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rootPart.Body = bodyEntity;
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Dirty(rootPartEntity, rootPart);
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// Setup the rest of the body entities.
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SetupOrgans(rootPartEntity, rootPart, protoRoot.Organs);
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MapInitParts(rootPartEntity, prototype);
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}
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private void OnBodyCanDrag(EntityUid uid, BodyComponent component, ref CanDragEvent args)
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{
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args.Handled = true;
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}
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/// <summary>
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/// Sets up all of the relevant body parts for a particular body entity and root part.
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/// </summary>
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private void MapInitParts(EntityUid rootPartId, BodyPrototype prototype)
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{
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// Start at the root part and traverse the body graph, setting up parts as we go.
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// Basic BFS pathfind.
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var rootSlot = prototype.Root;
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var frontier = new Queue<string>();
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frontier.Enqueue(rootSlot);
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// Child -> Parent connection.
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var cameFrom = new Dictionary<string, string>();
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cameFrom[rootSlot] = rootSlot;
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// Maps slot to its relevant entity.
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var cameFromEntities = new Dictionary<string, EntityUid>();
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cameFromEntities[rootSlot] = rootPartId;
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while (frontier.TryDequeue(out var currentSlotId))
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{
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var currentSlot = prototype.Slots[currentSlotId];
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foreach (var connection in currentSlot.Connections)
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{
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// Already been handled
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if (!cameFrom.TryAdd(connection, currentSlotId))
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continue;
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// Setup part
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var connectionSlot = prototype.Slots[connection];
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var parentEntity = cameFromEntities[currentSlotId];
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var parentPartComponent = Comp<BodyPartComponent>(parentEntity);
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// Spawn the entity on the target
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// then get the body part type, create the slot, and finally
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// we can insert it into the container.
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var childPart = Spawn(connectionSlot.Part, new EntityCoordinates(parentEntity, Vector2.Zero));
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cameFromEntities[connection] = childPart;
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var childPartComponent = Comp<BodyPartComponent>(childPart);
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var partSlot = CreatePartSlot(parentEntity, connection, childPartComponent.PartType, parentPartComponent);
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var cont = Containers.GetContainer(parentEntity, GetPartSlotContainerId(connection));
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if (partSlot == null || !cont.Insert(childPart))
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{
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Log.Error($"Could not create slot for connection {connection} in body {prototype.ID}");
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QueueDel(childPart);
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continue;
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}
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// Add organs
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SetupOrgans(childPart, childPartComponent, connectionSlot.Organs);
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// Enqueue it so we can also get its neighbors.
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frontier.Enqueue(connection);
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}
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}
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}
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private void SetupOrgans(EntityUid partId, BodyPartComponent partComponent, Dictionary<string, string> organs)
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{
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foreach (var (organSlotId, organProto) in organs)
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{
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var slot = CreateOrganSlot(organSlotId, partId, partComponent);
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SpawnInContainerOrDrop(organProto, partId, GetOrganContainerId(organSlotId));
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if (slot == null)
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{
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Log.Error($"Could not create organ for slot {organSlotId} in {ToPrettyString(partId)}");
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}
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}
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}
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/// <summary>
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/// Gets all body containers on this entity including the root one.
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/// </summary>
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public IEnumerable<BaseContainer> GetBodyContainers(EntityUid id, BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (!Resolve(id, ref body, false) ||
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body.RootContainer.ContainedEntity == null ||
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!Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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yield return body.RootContainer;
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foreach (var childContainer in GetPartContainers(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return childContainer;
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}
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}
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/// <summary>
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/// Gets all child body parts of this entity, including the root entity.
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/// </summary>
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public IEnumerable<(EntityUid Id, BodyPartComponent Component)> GetBodyChildren(EntityUid? id, BodyComponent? body = null,
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BodyPartComponent? rootPart = null)
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{
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if (id == null ||
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!Resolve(id.Value, ref body, false) ||
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body.RootContainer.ContainedEntity == null ||
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!Resolve(body.RootContainer.ContainedEntity.Value, ref rootPart))
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{
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yield break;
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}
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foreach (var child in GetBodyPartChildren(body.RootContainer.ContainedEntity.Value, rootPart))
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{
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yield return child;
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}
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}
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public IEnumerable<(EntityUid Id, OrganComponent Component)> GetBodyOrgans(EntityUid? bodyId, BodyComponent? body = null)
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{
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if (bodyId == null || !Resolve(bodyId.Value, ref body, false))
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yield break;
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foreach (var part in GetBodyChildren(bodyId, body))
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{
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foreach (var organ in GetPartOrgans(part.Id, part.Component))
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{
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yield return organ;
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}
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}
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}
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/// <summary>
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/// Returns all body part slots for this entity.
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/// </summary>
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/// <param name="bodyId"></param>
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/// <param name="body"></param>
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/// <returns></returns>
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public IEnumerable<BodyPartSlot> GetBodyAllSlots(EntityUid bodyId, BodyComponent? body = null)
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{
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if (!Resolve(bodyId, ref body, false) || body.RootContainer.ContainedEntity == null)
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yield break;
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foreach (var slot in GetAllBodyPartSlots(body.RootContainer.ContainedEntity.Value))
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{
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yield return slot;
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}
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}
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public virtual HashSet<EntityUid> GibBody(EntityUid bodyId, bool gibOrgans = false,
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BodyComponent? body = null, bool deleteItems = false)
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{
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var gibs = new HashSet<EntityUid>();
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if (!Resolve(bodyId, ref body, false))
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return gibs;
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var parts = GetBodyChildren(bodyId, body).ToArray();
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gibs.EnsureCapacity(parts.Length);
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foreach (var part in parts)
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{
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SharedTransform.AttachToGridOrMap(part.Id);
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gibs.Add(part.Id);
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if (!gibOrgans)
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continue;
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foreach (var organ in GetPartOrgans(part.Id, part.Component))
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{
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SharedTransform.AttachToGridOrMap(organ.Id);
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gibs.Add(organ.Id);
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}
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}
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return gibs;
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}
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}
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