BodySystem stuff 2: overused boogaloo (#1174)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
@@ -1,153 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.BodySystem;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.BodySystem;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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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.Weapon.Melee
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{
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[RegisterComponent]
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public class ServerSurgeryToolComponent : SharedSurgeryToolComponent, IAfterInteract
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{
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public HashSet<IPlayerSession> SubscribedSessions = new HashSet<IPlayerSession>();
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private Dictionary<string, BodyPart> _surgeryOptionsCache = new Dictionary<string, BodyPart>();
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private BodyManagerComponent _targetCache;
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private IEntity _performerCache;
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!InteractionChecks.InRangeUnobstructed(eventArgs)) return;
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if (eventArgs.Target == null)
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return;
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if (eventArgs.Target.TryGetComponent<BodySystem.BodyManagerComponent>(out BodySystem.BodyManagerComponent bodyManager))
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{
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_surgeryOptionsCache.Clear();
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var toSend = new Dictionary<string, string>();
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foreach (var(key, value) in bodyManager.PartDictionary) {
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if (value.SurgeryCheck(_surgeryToolClass))
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{
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_surgeryOptionsCache.Add(key, value);
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toSend.Add(key, value.Name);
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}
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}
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if (_surgeryOptionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User);
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UpdateSurgeryUI(eventArgs.User, toSend);
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_performerCache = eventArgs.User;
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_targetCache = bodyManager;
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}
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}
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}
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/// <summary>
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/// Called after the user selects a surgery target.
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/// </summary>
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void PerformSurgery(SelectSurgeryUIMessage msg)
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{
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//TODO: sanity checks to see whether user is in range, body is still same, etc etc
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if (!_surgeryOptionsCache.TryGetValue(msg.TargetSlot, out BodyPart target))
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{
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Logger.Debug("Error when trying to perform surgery on bodypart in slot " + msg.TargetSlot + ": it was not found!");
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throw new InvalidOperationException();
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}
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if (!target.AttemptSurgery(_surgeryToolClass, _targetCache, _performerCache))
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{
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Logger.Debug("Error when trying to perform surgery on bodypart " + target.Name + "!");
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throw new InvalidOperationException();
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}
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CloseSurgeryUI(_performerCache);
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}
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public void OpenSurgeryUI(IEntity character)
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{
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var user_session = character.GetComponent<BasicActorComponent>().playerSession;
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SubscribeSession(user_session);
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SendNetworkMessage(new OpenSurgeryUIMessage(), user_session.ConnectedClient);
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}
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public void UpdateSurgeryUI(IEntity character, Dictionary<string, string> options)
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{
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var user_session = character.GetComponent<BasicActorComponent>().playerSession;
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if (user_session.AttachedEntity == null)
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{
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UnsubscribeSession(user_session);
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return;
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}
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SendNetworkMessage(new UpdateSurgeryUIMessage(options), user_session.ConnectedClient);
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}
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public void CloseSurgeryUI(IEntity character)
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{
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var user_session = character.GetComponent<BasicActorComponent>().playerSession;
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SubscribeSession(user_session);
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SendNetworkMessage(new CloseSurgeryUIMessage(), user_session.ConnectedClient);
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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if (session == null)
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{
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throw new ArgumentException(nameof(session));
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}
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switch (message)
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{
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case CloseSurgeryUIMessage msg:
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UnsubscribeSession(session as IPlayerSession);
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break;
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case SelectSurgeryUIMessage msg:
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PerformSurgery(msg);
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break;
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}
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}
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public void SubscribeSession(IPlayerSession session)
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{
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if (!SubscribedSessions.Contains(session))
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{
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session.PlayerStatusChanged += HandlePlayerSessionChangeEvent;
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SubscribedSessions.Add(session);
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}
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}
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public void UnsubscribeSession(IPlayerSession session)
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{
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if (SubscribedSessions.Contains(session))
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{
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SubscribedSessions.Remove(session);
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SendNetworkMessage(new CloseSurgeryUIMessage(), session.ConnectedClient);
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}
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}
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public void HandlePlayerSessionChangeEvent(object obj, SessionStatusEventArgs SSEA)
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{
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if (SSEA.NewStatus != SessionStatus.InGame)
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{
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UnsubscribeSession(SSEA.Session);
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}
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}
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}
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}
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30
Content.Server/Health/BodySystem/Surgery/Surgeon/ISurgeon.cs
Normal file
30
Content.Server/Health/BodySystem/Surgery/Surgeon/ISurgeon.cs
Normal file
@@ -0,0 +1,30 @@
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using Content.Shared.BodySystem;
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using Robust.Shared.Interfaces.GameObjects;
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using System;
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using System.Collections.Generic;
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namespace Content.Server.BodySystem
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{
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/// <summary>
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/// Interface representing an entity capable of performing surgery (performing operations on an <see cref="ISurgeryData"/> class).
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/// For an example see <see cref="SurgeryToolComponent"/>, which inherits from this class.
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/// </summary>
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public interface ISurgeon
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{
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/// <summary>
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/// How long it takes to perform a single surgery step (in seconds).
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/// </summary>
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public float BaseOperationTime { get; set; }
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public delegate void MechanismRequestCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
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/// <summary>
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/// When performing a surgery, the <see cref="ISurgeryData"/> may sometimes require selecting from a set of Mechanisms to operate on.
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/// This function is called in that scenario, and it is expected that you call the callback with one mechanism from the provided list.
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/// </summary>
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public void RequestMechanism(List<Mechanism> options, MechanismRequestCallback callback);
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}
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}
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@@ -0,0 +1,215 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.BodySystem;
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using Content.Shared.GameObjects;
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using Content.Shared.Interfaces;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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namespace Content.Server.BodySystem
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{
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//TODO: add checks to close UI if user walks too far away from tool or target.
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/// <summary>
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/// Server-side component representing a generic tool capable of performing surgery. For instance, the scalpel.
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/// </summary>
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[RegisterComponent]
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public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract
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{
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public override string Name => "SurgeryTool";
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public override uint? NetID => ContentNetIDs.SURGERY;
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#pragma warning disable 649
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[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager;
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#pragma warning restore 649
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public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; }
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private float _baseOperateTime;
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private SurgeryType _surgeryType;
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private HashSet<IPlayerSession> _subscribedSessions = new HashSet<IPlayerSession>();
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private BoundUserInterface _userInterface;
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private Dictionary<int, object> _optionsCache = new Dictionary<int, object>();
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private IEntity _performerCache;
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private BodyManagerComponent _bodyManagerComponentCache;
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private ISurgeon.MechanismRequestCallback _callbackCache;
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private int _idHash = 0;
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(GenericSurgeryUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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return;
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CloseAllSurgeryUIs();
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_optionsCache.Clear();
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_performerCache = null;
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_bodyManagerComponentCache = null;
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_callbackCache = null;
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if (eventArgs.Target.TryGetComponent<BodyManagerComponent>(out BodyManagerComponent bodyManager)) //Attempt surgery on a BodyManagerComponent by sending a list of operatable BodyParts to the client to choose from
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{
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var toSend = new Dictionary<string, int>(); //Create dictionary to send to client (text to be shown : data sent back if selected)
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foreach (var(key, value) in bodyManager.PartDictionary) { //For each limb in the target, add it to our cache if it is a valid option.
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if (value.SurgeryCheck(_surgeryType))
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{
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_optionsCache.Add(_idHash, value);
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toSend.Add(key + ": " + value.Name, _idHash++);
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}
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}
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
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UpdateSurgeryUIBodyPartRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession, toSend);
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_performerCache = eventArgs.User; //Also, cache the data.
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_bodyManagerComponentCache = bodyManager;
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}
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else //If surgery cannot be performed, show message saying so.
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{
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_sharedNotifyManager.PopupMessage(eventArgs.Target, eventArgs.User, "You see no useful way to use the " + Owner.Name + ".");
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}
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}
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else if (eventArgs.Target.TryGetComponent<DroppedBodyPartComponent>(out DroppedBodyPartComponent droppedBodyPart)) //Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI
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{
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_performerCache = eventArgs.User;
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if (droppedBodyPart.ContainedBodyPart == null) //Throw error if the DroppedBodyPart has no data in it.
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{
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Logger.Debug("Surgery was attempted on an IEntity with a DroppedBodyPartComponent that doesn't have a BodyPart in it!");
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throw new InvalidOperationException("A DroppedBodyPartComponent exists without a BodyPart in it!");
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}
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if (droppedBodyPart.ContainedBodyPart.SurgeryCheck(_surgeryType)) //If surgery can be performed...
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{
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if (!droppedBodyPart.ContainedBodyPart.AttemptSurgery(_surgeryType, droppedBodyPart, this, eventArgs.User)) //...do the surgery.
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{
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Logger.Debug("Error when trying to perform surgery on bodypart " + eventArgs.User.Name + "!"); //Log error if the surgery fails somehow.
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throw new InvalidOperationException();
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}
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}
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else //If surgery cannot be performed, show message saying so.
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{
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_sharedNotifyManager.PopupMessage(eventArgs.Target, eventArgs.User,"You see no useful way to use the " + Owner.Name + ".");
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}
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}
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}
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public void RequestMechanism(List<Mechanism> options, ISurgeon.MechanismRequestCallback callback)
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{
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var toSend = new Dictionary<string, int> ();
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foreach (Mechanism mechanism in options)
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{
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_optionsCache.Add(_idHash, mechanism);
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toSend.Add(mechanism.Name, _idHash++);
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}
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
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UpdateSurgeryUIMechanismRequest(_performerCache.GetComponent<BasicActorComponent>().playerSession, toSend);
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_callbackCache = callback;
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}
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else
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{
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Logger.Debug("Error on callback from mechanisms: there were no viable options to choose from!");
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throw new InvalidOperationException();
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}
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}
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public void OpenSurgeryUI(IPlayerSession session)
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{
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_userInterface.Open(session);
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}
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public void UpdateSurgeryUIBodyPartRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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_userInterface.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session);
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}
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public void UpdateSurgeryUIMechanismRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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_userInterface.SendMessage(new RequestMechanismSurgeryUIMessage(options), session);
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}
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public void CloseSurgeryUI(IPlayerSession session)
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{
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_userInterface.Close(session);
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}
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public void CloseAllSurgeryUIs()
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{
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_userInterface.CloseAll();
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case ReceiveBodyPartSurgeryUIMessage msg:
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HandleReceiveBodyPart(msg.SelectedOptionID);
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break;
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case ReceiveMechanismSurgeryUIMessage msg:
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HandleReceiveMechanism(msg.SelectedOptionID);
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break;
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}
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}
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/// <summary>
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/// Called after the client chooses from a list of possible <see cref="BodyPart">BodyParts</see> that can be operated on.
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/// </summary>
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private void HandleReceiveBodyPart(int key)
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{
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CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
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//TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out object targetObject))
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{
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_sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache, "You see no useful way to use the " + Owner.Name + " anymore.");
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}
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BodyPart target = targetObject as BodyPart;
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if (!target.AttemptSurgery(_surgeryType, _bodyManagerComponentCache, this, _performerCache))
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{
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_sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache, "You see no useful way to use the " + Owner.Name + " anymore.");
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}
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}
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/// <summary>
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/// Called after the client chooses from a list of possible <see cref="Mechanism">Mechanisms</see> to choose from.
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/// </summary>
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private void HandleReceiveMechanism(int key)
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{
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//TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out object targetObject))
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{
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_sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache, "You see no useful way to use the " + Owner.Name + " anymore.");
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}
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Mechanism target = targetObject as Mechanism;
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CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
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_callbackCache(target, _bodyManagerComponentCache, this, _performerCache);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _surgeryType, "surgeryType", SurgeryType.Incision);
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serializer.DataField(ref _baseOperateTime, "baseOperateTime", 5);
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.BodySystem;
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using Content.Shared.Interfaces;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -11,113 +12,188 @@ using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using YamlDotNet.RepresentationModel;
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|
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namespace Content.Server.BodySystem {
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namespace Content.Server.BodySystem
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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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public class BiologicalSurgeryData : ISurgeryData {
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public class BiologicalSurgeryData : ISurgeryData
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{
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protected bool _skinOpened = false;
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protected bool _vesselsClamped = false;
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protected bool _skinRetracted = false;
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protected Mechanism _targetOrgan;
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protected List<Mechanism> _disconnectedOrgans = new List<Mechanism>();
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public BiologicalSurgeryData(BodyPart parent) : base(parent) { }
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public override SurgeryAction GetSurgeryStep(SurgeryToolType toolType)
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public override SurgeryAction GetSurgeryStep(SurgeryType toolType)
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{
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if (_skinOpened)
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if (toolType == SurgeryType.Amputation)
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{
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if (_vesselsClamped)
|
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{
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if (_skinRetracted)
|
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{
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if (_targetOrgan != null && toolType == SurgeryToolType.VesselCompression)
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return RemoveOrganSurgery;
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if (toolType == SurgeryToolType.Incision) //_targetOrgan is potentially given a value by DisconnectOrganSurgery.
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return DisconnectOrganSurgery;
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else if (toolType == SurgeryToolType.Cauterization)
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return CautizerizeIncisionSurgery;
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}
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else
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{
|
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if (toolType == SurgeryToolType.Retraction)
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return RetractSkinSurgery;
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else if (toolType == SurgeryToolType.Cauterization)
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return CautizerizeIncisionSurgery;
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}
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}
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else
|
||||
{
|
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if (toolType == SurgeryToolType.VesselCompression)
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return ClampVesselsSurgery;
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else if (toolType == SurgeryToolType.Cauterization)
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return CautizerizeIncisionSurgery;
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||||
}
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return RemoveBodyPartSurgery;
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}
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else
|
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if (!_skinOpened) //Case: skin is normal.
|
||||
{
|
||||
if (toolType == SurgeryToolType.Incision)
|
||||
if (toolType == SurgeryType.Incision)
|
||||
return OpenSkinSurgery;
|
||||
}
|
||||
else if (!_vesselsClamped) //Case: skin is opened, but not clamped.
|
||||
{
|
||||
if (toolType == SurgeryType.VesselCompression)
|
||||
return ClampVesselsSurgery;
|
||||
else if (toolType == SurgeryType.Cauterization)
|
||||
return CautizerizeIncisionSurgery;
|
||||
}
|
||||
else if (!_skinRetracted) //Case: skin is opened and clamped, but not retracted.
|
||||
{
|
||||
if (toolType == SurgeryType.Retraction)
|
||||
return RetractSkinSurgery;
|
||||
else if (toolType == SurgeryType.Cauterization)
|
||||
return CautizerizeIncisionSurgery;
|
||||
}
|
||||
else //Case: skin is fully open.
|
||||
{
|
||||
if (_parent.Mechanisms.Count > 0 && toolType == SurgeryType.VesselCompression && (_disconnectedOrgans.Except(_parent.Mechanisms).Count() != 0 || _parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0))
|
||||
return LoosenOrganSurgery;
|
||||
else if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
|
||||
return RemoveOrganSurgery;
|
||||
else if (toolType == SurgeryType.Cauterization)
|
||||
return CautizerizeIncisionSurgery;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
protected void OpenSkinSurgery(BodyManagerComponent target, IEntity performer)
|
||||
public override string GetDescription(IEntity target)
|
||||
{
|
||||
ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
|
||||
performer.PopupMessage(performer, localizationManager.GetString("Cut open the skin..."));
|
||||
string toReturn = "";
|
||||
if (_skinOpened && !_vesselsClamped) //Case: skin is opened, but not clamped.
|
||||
{
|
||||
toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n", target, _parent.Name);
|
||||
}
|
||||
else if (_skinOpened && _vesselsClamped && !_skinRetracted) //Case: skin is opened and clamped, but not retracted.
|
||||
{
|
||||
toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n", target, _parent.Name);
|
||||
}
|
||||
else if (_skinOpened && _vesselsClamped && _skinRetracted) //Case: skin is fully open.
|
||||
{
|
||||
toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", target, _parent.Name);
|
||||
foreach (Mechanism mechanism in _disconnectedOrgans)
|
||||
{
|
||||
toReturn += Loc.GetString("{0:their} {1} is loose.\n", target, mechanism.Name);
|
||||
}
|
||||
}
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
public override bool CanInstallMechanism(Mechanism toBeInstalled)
|
||||
{
|
||||
return _skinOpened && _vesselsClamped && _skinRetracted;
|
||||
}
|
||||
|
||||
public override bool CanAttachBodyPart(BodyPart toBeConnected)
|
||||
{
|
||||
return true;
|
||||
//TODO: if a bodypart is disconnected, you should have to do some surgery to allow another bodypart to be attached.
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
protected void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
performer.PopupMessage(performer, Loc.GetString("Cut open the skin..."));
|
||||
//Delay?
|
||||
_skinOpened = true;
|
||||
}
|
||||
protected void ClampVesselsSurgery(BodyManagerComponent target, IEntity performer)
|
||||
|
||||
|
||||
protected void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
|
||||
performer.PopupMessage(performer, localizationManager.GetString("Clamp the vessels..."));
|
||||
performer.PopupMessage(performer, Loc.GetString("Clamp the vessels..."));
|
||||
//Delay?
|
||||
_vesselsClamped = true;
|
||||
}
|
||||
protected void RetractSkinSurgery(BodyManagerComponent target, IEntity performer)
|
||||
|
||||
|
||||
protected void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
|
||||
performer.PopupMessage(performer, localizationManager.GetString("Retract the skin..."));
|
||||
performer.PopupMessage(performer, Loc.GetString("Retract the skin..."));
|
||||
//Delay?
|
||||
_skinRetracted = true;
|
||||
}
|
||||
protected void CautizerizeIncisionSurgery(BodyManagerComponent target, IEntity performer)
|
||||
|
||||
|
||||
protected void CautizerizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
|
||||
performer.PopupMessage(performer, localizationManager.GetString("Cauterize the incision..."));
|
||||
performer.PopupMessage(performer, Loc.GetString("Cauterize the incision..."));
|
||||
//Delay?
|
||||
_skinOpened = false;
|
||||
_vesselsClamped = false;
|
||||
_skinRetracted = false;
|
||||
}
|
||||
protected void DisconnectOrganSurgery(BodyManagerComponent target, IEntity performer)
|
||||
|
||||
|
||||
protected void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
Mechanism mechanismTarget = null;
|
||||
//TODO: figureout popup, right now it just takes the first organ available if there is one
|
||||
if (_parent.Mechanisms.Count > 0)
|
||||
mechanismTarget = _parent.Mechanisms[0];
|
||||
if (mechanismTarget != null)
|
||||
if (_parent.Mechanisms.Count <= 0)
|
||||
return;
|
||||
List<Mechanism> toSend = new List<Mechanism>();
|
||||
foreach (Mechanism mechanism in _parent.Mechanisms)
|
||||
{
|
||||
ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
|
||||
performer.PopupMessage(performer, localizationManager.GetString("Detach the organ..."));
|
||||
//Delay?
|
||||
_targetOrgan = mechanismTarget;
|
||||
if (!_disconnectedOrgans.Contains(mechanism))
|
||||
toSend.Add(mechanism);
|
||||
}
|
||||
if (toSend.Count > 0)
|
||||
surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
|
||||
}
|
||||
public void LoosenOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (target != null && _parent.Mechanisms.Contains(target))
|
||||
{
|
||||
performer.PopupMessage(performer, Loc.GetString("Loosen the organ..."));
|
||||
//Delay?
|
||||
_disconnectedOrgans.Add(target);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (_disconnectedOrgans.Count <= 0)
|
||||
return;
|
||||
if (_disconnectedOrgans.Count == 1)
|
||||
RemoveOrganSurgeryCallback(_disconnectedOrgans[0], container, surgeon, performer);
|
||||
else
|
||||
surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
|
||||
|
||||
|
||||
}
|
||||
protected void RemoveOrganSurgery(BodyManagerComponent target, IEntity performer)
|
||||
public void RemoveOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (_targetOrgan != null)
|
||||
if (target != null && _parent.Mechanisms.Contains(target))
|
||||
{
|
||||
ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
|
||||
performer.PopupMessage(performer, localizationManager.GetString("Remove the organ..."));
|
||||
performer.PopupMessage(performer, Loc.GetString("Remove the organ..."));
|
||||
//Delay?
|
||||
_parent.DropMechanism(performer, _targetOrgan);
|
||||
_parent.DropMechanism(performer, target);
|
||||
_disconnectedOrgans.Remove(target);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
if (!(container is BodyManagerComponent)) //This surgery requires a DroppedBodyPartComponent.
|
||||
return;
|
||||
BodyManagerComponent bmTarget = (BodyManagerComponent) container;
|
||||
performer.PopupMessage(performer, Loc.GetString("Saw off the limb!"));
|
||||
//Delay?
|
||||
bmTarget.DisconnectBodyPart(_parent, true);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,24 +8,31 @@ using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using YamlDotNet.RepresentationModel;
|
||||
|
||||
namespace Content.Server.BodySystem {
|
||||
namespace Content.Server.BodySystem
|
||||
{
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// This data class represents the state of a BodyPart in regards to everything surgery related - whether there's an incision on it, whether the bone is broken, etc.
|
||||
/// This data class represents the state of a <see cref="BodyPart"/> in regards to everything surgery related - whether there's an incision on it, whether the bone is broken, etc.
|
||||
/// </summary>
|
||||
public abstract class ISurgeryData {
|
||||
public abstract class ISurgeryData
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// The BodyPart this surgeryData is attached to. The ISurgeryData class should not exist without a BodyPart that it represents, and will not work correctly without it.
|
||||
/// The <see cref="BodyPart"/> this surgeryData is attached to. The ISurgeryData class should not exist without a <see cref="BodyPart"/> that it
|
||||
/// represents, and will throw errors if it is null.
|
||||
/// </summary>
|
||||
protected BodyPart _parent;
|
||||
|
||||
/// <summary>
|
||||
/// The BodyPartType of the parent PartType.
|
||||
/// The <see cref="BodyPartType"/> of the parent <see cref="BodyPart"/>.
|
||||
/// </summary>
|
||||
protected BodyPartType _parentType => _parent.PartType;
|
||||
public delegate void SurgeryAction(BodyManagerComponent target, IEntity performer);
|
||||
|
||||
public delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
|
||||
|
||||
|
||||
|
||||
public ISurgeryData(BodyPart parent)
|
||||
{
|
||||
@@ -33,29 +40,44 @@ namespace Content.Server.BodySystem {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the delegate corresponding to the surgery step using the given SurgeryToolType. Returns null if no surgery step can be performed.
|
||||
/// Returns the description of this current <see cref="BodyPart"/> to be shown upon observing the given entity.
|
||||
/// </summary>
|
||||
public abstract SurgeryAction GetSurgeryStep(SurgeryToolType toolType);
|
||||
public abstract string GetDescription(IEntity target);
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the given SurgeryToolType can be used to perform a surgery.
|
||||
/// Returns whether a <see cref="Mechanism"/> can be installed into the <see cref="BodyPart"/> this ISurgeryData represents.
|
||||
/// </summary>
|
||||
public bool CheckSurgery(SurgeryToolType toolType)
|
||||
public abstract bool CanInstallMechanism(Mechanism toBeInstalled);
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the given <see cref="BodyPart"/> can be connected to the <see cref="BodyPart"/> this ISurgeryData represents.
|
||||
/// </summary>
|
||||
public abstract bool CanAttachBodyPart(BodyPart toBeConnected);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the delegate corresponding to the surgery step using the given <see cref="SurgeryType"/>. Returns null if no surgery step can be performed.
|
||||
/// </summary>
|
||||
public abstract SurgeryAction GetSurgeryStep(SurgeryType toolType);
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the given <see cref="SurgeryType"/> can be used to perform a surgery on the BodyPart this <see cref="ISurgeryData"/> represents.
|
||||
/// </summary>
|
||||
public bool CheckSurgery(SurgeryType toolType)
|
||||
{
|
||||
return GetSurgeryStep(toolType) != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to perform surgery with the given tooltype. Returns whether the operation was successful.
|
||||
/// Attempts to perform surgery of the given <see cref="SurgeryType"/>. Returns whether the operation was successful.
|
||||
/// </summary>
|
||||
/// /// <param name="toolType">The SurgeryToolType used for this surgery.</param>
|
||||
/// /// <param name="performer">The entity performing the surgery.</param>
|
||||
public bool PerformSurgery(SurgeryToolType toolType, BodyManagerComponent target, IEntity performer)
|
||||
/// <param name="surgeryType">The <see cref="SurgeryType"/> used for this surgery.</param>
|
||||
/// <param name="performer">The entity performing the surgery.</param>
|
||||
public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
|
||||
{
|
||||
SurgeryAction step = GetSurgeryStep(toolType);
|
||||
SurgeryAction step = GetSurgeryStep(surgeryType);
|
||||
if (step == null)
|
||||
return false;
|
||||
step(target, performer);
|
||||
step(container, surgeon, performer);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user