Add do after to surgery (#2756)
* Cleanup surgery classes * Add DoAfter to surgery * Consolidate doafter, break on user and target move * Ignore biological surgery data component on the client * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use a stringbuilder for surgery descriptions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -224,7 +224,8 @@
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"MachinePart",
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"MachineFrame",
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"MachineBoard",
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"ChemicalAmmo"
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"ChemicalAmmo",
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"BiologicalSurgeryData"
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};
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}
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}
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@@ -0,0 +1,373 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Body.Surgery;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using static Content.Shared.GameObjects.Components.Body.Surgery.ISurgeryData;
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namespace Content.Server.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// Data class representing the surgery state of a biological entity.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(ISurgeryData))]
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public class BiologicalSurgeryDataComponent : Component, ISurgeryData
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{
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public override string Name => "BiologicalSurgeryData";
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private readonly HashSet<IMechanism> _disconnectedOrgans = new();
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private bool SkinOpened { get; set; }
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private bool SkinRetracted { get; set; }
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private bool VesselsClamped { get; set; }
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public IBodyPart? Parent => Owner.GetComponentOrNull<IBodyPart>();
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public BodyPartType? ParentType => Parent?.PartType;
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private void AddDisconnectedOrgan(IMechanism mechanism)
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{
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if (_disconnectedOrgans.Add(mechanism))
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{
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Dirty();
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}
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}
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private void RemoveDisconnectedOrgan(IMechanism mechanism)
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{
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if (_disconnectedOrgans.Remove(mechanism))
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{
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Dirty();
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}
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}
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private async Task<bool> SurgeryDoAfter(IEntity performer)
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{
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if (!performer.HasComponent<DoAfterComponent>())
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{
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var target = Parent?.Body?.Owner ?? Owner;
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var args = new DoAfterEventArgs(performer, 3, target: target)
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{
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BreakOnUserMove = true,
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BreakOnTargetMove = true
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};
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return await doAfterSystem.DoAfter(args) == DoAfterStatus.Finished;
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}
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private bool HasIncisionNotClamped()
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{
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return SkinOpened && !VesselsClamped;
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}
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private bool HasClampedIncisionNotRetracted()
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{
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return SkinOpened && VesselsClamped && !SkinRetracted;
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}
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private bool HasFullyOpenIncision()
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{
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return SkinOpened && VesselsClamped && SkinRetracted;
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}
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public string GetDescription()
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{
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if (Parent == null)
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{
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return string.Empty;
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}
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var toReturn = new StringBuilder();
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if (HasIncisionNotClamped())
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{
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toReturn.Append(Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.",
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Owner, Parent.Name));
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}
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else if (HasClampedIncisionNotRetracted())
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{
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toReturn.AppendLine(Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.",
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Owner, Parent.Name));
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}
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else if (HasFullyOpenIncision())
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{
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toReturn.AppendLine(Loc.GetString("There is an incision on {0:their} {1}.\n", Owner, Parent.Name));
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foreach (var mechanism in _disconnectedOrgans)
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{
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toReturn.AppendLine(Loc.GetString("{0:their} {1} is loose.", Owner, mechanism.Name));
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}
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}
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return toReturn.ToString();
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}
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public bool CanAddMechanism(IMechanism mechanism)
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{
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return Parent != null &&
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SkinOpened &&
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VesselsClamped &&
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SkinRetracted;
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}
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public bool CanAttachBodyPart(IBodyPart part)
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{
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return Parent != null;
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// TODO BODY if a part is disconnected, you should have to do some surgery to allow another body part to be attached.
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}
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public SurgeryAction? GetSurgeryStep(SurgeryType toolType)
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{
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if (Parent == null)
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{
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return null;
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}
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if (toolType == SurgeryType.Amputation)
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{
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return RemoveBodyPartSurgery;
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}
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if (!SkinOpened)
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{
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// Case: skin is normal.
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if (toolType == SurgeryType.Incision)
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{
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return OpenSkinSurgery;
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}
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}
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else if (!VesselsClamped)
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{
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// Case: skin is opened, but not clamped.
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switch (toolType)
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{
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case SurgeryType.VesselCompression:
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return ClampVesselsSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else if (!SkinRetracted)
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{
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// Case: skin is opened and clamped, but not retracted.
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switch (toolType)
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{
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case SurgeryType.Retraction:
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return RetractSkinSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else
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{
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// Case: skin is fully open.
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if (Parent.Mechanisms.Count > 0 &&
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toolType == SurgeryType.VesselCompression)
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{
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if (_disconnectedOrgans.Except(Parent.Mechanisms).Count() != 0 ||
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Parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0)
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{
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return LoosenOrganSurgery;
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}
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}
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if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
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{
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return RemoveOrganSurgery;
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}
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if (toolType == SurgeryType.Cauterization)
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{
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return CauterizeIncisionSurgery;
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}
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}
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return null;
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}
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public bool CheckSurgery(SurgeryType toolType)
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{
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return GetSurgeryStep(toolType) != null;
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}
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public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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var step = GetSurgeryStep(surgeryType);
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if (step == null)
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{
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return false;
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}
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step(container, surgeon, performer);
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return true;
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}
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private async void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null)
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Cut open the skin..."));
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if (await SurgeryDoAfter(performer))
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{
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SkinOpened = true;
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}
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}
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private async void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Clamp the vessels..."));
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if (await SurgeryDoAfter(performer))
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{
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VesselsClamped = true;
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}
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}
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private async void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Retracting the skin..."));
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if (await SurgeryDoAfter(performer))
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{
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SkinRetracted = true;
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}
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}
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private async void CauterizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Cauterizing the incision..."));
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if (await SurgeryDoAfter(performer))
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{
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SkinOpened = false;
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VesselsClamped = false;
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SkinRetracted = false;
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}
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}
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private void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (Parent.Mechanisms.Count <= 0) return;
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var toSend = new List<IMechanism>();
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foreach (var mechanism in Parent.Mechanisms)
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{
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if (!_disconnectedOrgans.Contains(mechanism))
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{
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toSend.Add(mechanism);
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}
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}
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if (toSend.Count > 0)
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{
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surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
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}
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}
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private async void LoosenOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
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IEntity performer)
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{
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if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Loosening the organ..."));
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if (!performer.HasComponent<DoAfterComponent>())
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{
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AddDisconnectedOrgan(target);
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return;
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}
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if (await SurgeryDoAfter(performer))
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{
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AddDisconnectedOrgan(target);
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}
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}
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private void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (_disconnectedOrgans.Count <= 0)
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{
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return;
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}
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if (_disconnectedOrgans.Count == 1)
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{
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RemoveOrganSurgeryCallback(_disconnectedOrgans.First(), container, surgeon, performer);
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}
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else
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{
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surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
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}
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}
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private async void RemoveOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
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IEntity performer)
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{
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if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Removing the organ..."));
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if (!performer.HasComponent<DoAfterComponent>())
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{
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Parent.RemoveMechanism(target, performer.Transform.Coordinates);
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RemoveDisconnectedOrgan(target);
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return;
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}
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if (await SurgeryDoAfter(performer))
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{
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Parent.RemoveMechanism(target, performer.Transform.Coordinates);
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RemoveDisconnectedOrgan(target);
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}
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}
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private async void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (container is not IBody body) return;
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performer.PopupMessage(Loc.GetString("Sawing off the limb!"));
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if (await SurgeryDoAfter(performer))
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{
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body.RemovePart(Parent);
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}
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}
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}
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}
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@@ -21,7 +21,7 @@ using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body
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namespace Content.Server.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// Server-side component representing a generic tool capable of performing surgery.
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@@ -89,9 +89,8 @@ namespace Content.Shared.GameObjects.Components.Body.Part
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[ViewVariables]
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public BodyPartSymmetry Symmetry { get; private set; }
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// TODO BODY
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[ViewVariables]
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public SurgeryDataComponent? SurgeryDataComponent => Owner.GetComponentOrNull<SurgeryDataComponent>();
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public ISurgeryData? SurgeryDataComponent => Owner.GetComponentOrNull<ISurgeryData>();
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protected virtual void OnAddMechanism(IMechanism mechanism)
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{
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@@ -1,266 +0,0 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Shared.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// Data class representing the surgery state of a biological entity.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SurgeryDataComponent))]
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public class BiologicalSurgeryDataComponent : SurgeryDataComponent
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{
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public override string Name => "BiologicalSurgeryData";
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private readonly List<IMechanism> _disconnectedOrgans = new();
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private bool _skinOpened;
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private bool _skinRetracted;
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private bool _vesselsClamped;
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protected override SurgeryAction? GetSurgeryStep(SurgeryType toolType)
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{
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if (Parent == null)
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{
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return null;
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}
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if (toolType == SurgeryType.Amputation)
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{
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return RemoveBodyPartSurgery;
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}
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if (!_skinOpened)
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{
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// Case: skin is normal.
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if (toolType == SurgeryType.Incision)
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{
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return OpenSkinSurgery;
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}
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}
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else if (!_vesselsClamped)
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{
|
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// Case: skin is opened, but not clamped.
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switch (toolType)
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{
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case SurgeryType.VesselCompression:
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return ClampVesselsSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else if (!_skinRetracted)
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{
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// Case: skin is opened and clamped, but not retracted.
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switch (toolType)
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{
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case SurgeryType.Retraction:
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return RetractSkinSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else
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{
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// Case: skin is fully open.
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if (Parent.Mechanisms.Count > 0 &&
|
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toolType == SurgeryType.VesselCompression)
|
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{
|
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if (_disconnectedOrgans.Except(Parent.Mechanisms).Count() != 0 ||
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Parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0)
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{
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return LoosenOrganSurgery;
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}
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}
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if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
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{
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return RemoveOrganSurgery;
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}
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if (toolType == SurgeryType.Cauterization)
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{
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return CauterizeIncisionSurgery;
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}
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}
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return null;
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}
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|
||||
public override string GetDescription()
|
||||
{
|
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if (Parent == null)
|
||||
{
|
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return "";
|
||||
}
|
||||
|
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var toReturn = "";
|
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|
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if (_skinOpened && !_vesselsClamped)
|
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{
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// Case: skin is opened, but not clamped.
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n",
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Owner, Parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && !_skinRetracted)
|
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{
|
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// Case: skin is opened and clamped, but not retracted.
|
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n",
|
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Owner, Parent.Name);
|
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}
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else if (_skinOpened && _vesselsClamped && _skinRetracted)
|
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{
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// Case: skin is fully open.
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toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", Owner, Parent.Name);
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foreach (var mechanism in _disconnectedOrgans)
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{
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toReturn += Loc.GetString("{0:their} {1} is loose.\n", Owner, mechanism.Name);
|
||||
}
|
||||
}
|
||||
|
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return toReturn;
|
||||
}
|
||||
|
||||
public override bool CanAddMechanism(IMechanism mechanism)
|
||||
{
|
||||
return Parent != null &&
|
||||
_skinOpened &&
|
||||
_vesselsClamped &&
|
||||
_skinRetracted;
|
||||
}
|
||||
|
||||
public override bool CanAttachBodyPart(IBodyPart part)
|
||||
{
|
||||
return Parent != null;
|
||||
// TODO BODY if a part is disconnected, you should have to do some surgery to allow another bodypart to be attached.
|
||||
}
|
||||
|
||||
private void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (Parent == null) return;
|
||||
|
||||
performer.PopupMessage(Loc.GetString("Cut open the skin..."));
|
||||
|
||||
// TODO BODY do_after: Delay
|
||||
_skinOpened = true;
|
||||
}
|
||||
|
||||
private void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (Parent == null) return;
|
||||
|
||||
performer.PopupMessage(Loc.GetString("Clamp the vessels..."));
|
||||
|
||||
// TODO BODY do_after: Delay
|
||||
_vesselsClamped = true;
|
||||
}
|
||||
|
||||
private void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (Parent == null) return;
|
||||
|
||||
performer.PopupMessage(Loc.GetString("Retract the skin..."));
|
||||
|
||||
// TODO BODY do_after: Delay
|
||||
_skinRetracted = true;
|
||||
}
|
||||
|
||||
private void CauterizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (Parent == null) return;
|
||||
|
||||
performer.PopupMessage(Loc.GetString("Cauterize the incision..."));
|
||||
|
||||
// TODO BODY do_after: Delay
|
||||
_skinOpened = false;
|
||||
_vesselsClamped = false;
|
||||
_skinRetracted = false;
|
||||
}
|
||||
|
||||
private void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (Parent == null) return;
|
||||
if (Parent.Mechanisms.Count <= 0) return;
|
||||
|
||||
var toSend = new List<IMechanism>();
|
||||
foreach (var mechanism in Parent.Mechanisms)
|
||||
{
|
||||
if (!_disconnectedOrgans.Contains(mechanism))
|
||||
{
|
||||
toSend.Add(mechanism);
|
||||
}
|
||||
}
|
||||
|
||||
if (toSend.Count > 0)
|
||||
{
|
||||
surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
|
||||
}
|
||||
}
|
||||
|
||||
private void LoosenOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
|
||||
IEntity performer)
|
||||
{
|
||||
if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
performer.PopupMessage(Loc.GetString("Loosen the organ..."));
|
||||
|
||||
// TODO BODY do_after: Delay
|
||||
_disconnectedOrgans.Add(target);
|
||||
}
|
||||
|
||||
private void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (Parent == null) return;
|
||||
|
||||
if (_disconnectedOrgans.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_disconnectedOrgans.Count == 1)
|
||||
{
|
||||
RemoveOrganSurgeryCallback(_disconnectedOrgans[0], container, surgeon, performer);
|
||||
}
|
||||
else
|
||||
{
|
||||
surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
|
||||
}
|
||||
}
|
||||
|
||||
private void RemoveOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
|
||||
IEntity performer)
|
||||
{
|
||||
if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
performer.PopupMessage(Loc.GetString("Remove the organ..."));
|
||||
|
||||
// TODO BODY do_after: Delay
|
||||
Parent.RemoveMechanism(target, performer.Transform.Coordinates);
|
||||
_disconnectedOrgans.Remove(target);
|
||||
}
|
||||
|
||||
private void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (Parent == null) return;
|
||||
if (container is not IBody body) return;
|
||||
|
||||
performer.PopupMessage(Loc.GetString("Saw off the limb!"));
|
||||
|
||||
// TODO BODY do_after: Delay
|
||||
body.RemovePart(Parent);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Body.Mechanism;
|
||||
using Content.Shared.GameObjects.Components.Body.Part;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Body.Surgery
|
||||
@@ -9,41 +8,41 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
|
||||
/// <summary>
|
||||
/// Represents the current surgery state of a <see cref="IBodyPart"/>.
|
||||
/// </summary>
|
||||
public abstract class SurgeryDataComponent : Component
|
||||
public interface ISurgeryData : IComponent
|
||||
{
|
||||
protected delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
|
||||
public delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="IBodyPart"/> this
|
||||
/// <see cref="SurgeryDataComponent"/> is attached to.
|
||||
/// <see cref="ISurgeryData"/> is attached to.
|
||||
/// </summary>
|
||||
protected IBodyPart? Parent => Owner.GetComponentOrNull<IBodyPart>();
|
||||
public IBodyPart? Parent { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="BodyPartType"/> of the parent
|
||||
/// <see cref="IBodyPart"/>.
|
||||
/// </summary>
|
||||
protected BodyPartType? ParentType => Parent?.PartType;
|
||||
public BodyPartType? ParentType { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns a description of this entity.
|
||||
/// </summary>
|
||||
/// <returns>The description shown upon observing this entity.</returns>
|
||||
public abstract string GetDescription();
|
||||
public string GetDescription();
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether a <see cref="IMechanism"/> can be added into the
|
||||
/// <see cref="IBodyPart"/> this <see cref="SurgeryDataComponent"/>
|
||||
/// <see cref="IBodyPart"/> this <see cref="ISurgeryData"/>
|
||||
/// represents.
|
||||
/// </summary>
|
||||
public abstract bool CanAddMechanism(IMechanism mechanism);
|
||||
public bool CanAddMechanism(IMechanism mechanism);
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the given <see cref="IBodyPart"/> can be connected
|
||||
/// to the <see cref="IBodyPart"/> this <see cref="SurgeryDataComponent"/>
|
||||
/// to the <see cref="IBodyPart"/> this <see cref="ISurgeryData"/>
|
||||
/// represents.
|
||||
/// </summary>
|
||||
public abstract bool CanAttachBodyPart(IBodyPart part);
|
||||
public bool CanAttachBodyPart(IBodyPart part);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the delegate corresponding to the surgery step using the given
|
||||
@@ -53,12 +52,12 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
|
||||
/// The corresponding surgery action or null if no step can be
|
||||
/// performed.
|
||||
/// </returns>
|
||||
protected abstract SurgeryAction? GetSurgeryStep(SurgeryType toolType);
|
||||
public SurgeryAction? GetSurgeryStep(SurgeryType toolType);
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the given <see cref="SurgeryType"/> can be used to
|
||||
/// perform a surgery on the <see cref="IBodyPart"/> this
|
||||
/// <see cref="SurgeryDataComponent"/> represents.
|
||||
/// <see cref="ISurgeryData"/> represents.
|
||||
/// </summary>
|
||||
public bool CheckSurgery(SurgeryType toolType)
|
||||
{
|
||||
@@ -80,17 +79,6 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
|
||||
/// <param name="performer">The entity performing the surgery.</param>
|
||||
/// <returns>True if successful, false otherwise.</returns>
|
||||
public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon,
|
||||
IEntity performer)
|
||||
{
|
||||
var step = GetSurgeryStep(surgeryType);
|
||||
|
||||
if (step == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
step(container, surgeon, performer);
|
||||
return true;
|
||||
}
|
||||
IEntity performer);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user