BodySystem stuff 2: overused boogaloo (#1174)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
@@ -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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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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{
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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.
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{
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if (toolType == SurgeryToolType.Incision)
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if (toolType == SurgeryType.Incision)
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return OpenSkinSurgery;
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}
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else if (!_vesselsClamped) //Case: skin is opened, but not clamped.
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{
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if (toolType == SurgeryType.VesselCompression)
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return ClampVesselsSurgery;
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else if (toolType == SurgeryType.Cauterization)
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return CautizerizeIncisionSurgery;
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}
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else if (!_skinRetracted) //Case: skin is opened and clamped, but not retracted.
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{
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if (toolType == SurgeryType.Retraction)
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return RetractSkinSurgery;
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else if (toolType == SurgeryType.Cauterization)
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return CautizerizeIncisionSurgery;
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}
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else //Case: skin is fully open.
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{
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if (_parent.Mechanisms.Count > 0 && toolType == SurgeryType.VesselCompression && (_disconnectedOrgans.Except(_parent.Mechanisms).Count() != 0 || _parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0))
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return LoosenOrganSurgery;
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else if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
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return RemoveOrganSurgery;
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else if (toolType == SurgeryType.Cauterization)
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return CautizerizeIncisionSurgery;
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}
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return null;
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}
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protected void OpenSkinSurgery(BodyManagerComponent target, IEntity performer)
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public override string GetDescription(IEntity target)
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{
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ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
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performer.PopupMessage(performer, localizationManager.GetString("Cut open the skin..."));
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string toReturn = "";
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if (_skinOpened && !_vesselsClamped) //Case: skin is opened, but not clamped.
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{
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n", target, _parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && !_skinRetracted) //Case: skin is opened and clamped, but not retracted.
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{
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n", target, _parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && _skinRetracted) //Case: skin is fully open.
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{
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toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", target, _parent.Name);
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foreach (Mechanism mechanism in _disconnectedOrgans)
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{
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toReturn += Loc.GetString("{0:their} {1} is loose.\n", target, mechanism.Name);
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}
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}
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return toReturn;
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}
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public override bool CanInstallMechanism(Mechanism toBeInstalled)
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{
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return _skinOpened && _vesselsClamped && _skinRetracted;
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}
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public override bool CanAttachBodyPart(BodyPart toBeConnected)
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{
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return true;
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//TODO: if a bodypart is disconnected, you should have to do some surgery to allow another bodypart to be attached.
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}
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protected void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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performer.PopupMessage(performer, Loc.GetString("Cut open the skin..."));
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//Delay?
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_skinOpened = true;
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}
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protected void ClampVesselsSurgery(BodyManagerComponent target, IEntity performer)
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protected void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
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performer.PopupMessage(performer, localizationManager.GetString("Clamp the vessels..."));
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performer.PopupMessage(performer, Loc.GetString("Clamp the vessels..."));
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//Delay?
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_vesselsClamped = true;
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}
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protected void RetractSkinSurgery(BodyManagerComponent target, IEntity performer)
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protected void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
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performer.PopupMessage(performer, localizationManager.GetString("Retract the skin..."));
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performer.PopupMessage(performer, Loc.GetString("Retract the skin..."));
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//Delay?
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_skinRetracted = true;
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}
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protected void CautizerizeIncisionSurgery(BodyManagerComponent target, IEntity performer)
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protected void CautizerizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
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performer.PopupMessage(performer, localizationManager.GetString("Cauterize the incision..."));
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performer.PopupMessage(performer, Loc.GetString("Cauterize the incision..."));
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//Delay?
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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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protected void DisconnectOrganSurgery(BodyManagerComponent target, IEntity performer)
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protected void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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Mechanism mechanismTarget = null;
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//TODO: figureout popup, right now it just takes the first organ available if there is one
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if (_parent.Mechanisms.Count > 0)
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mechanismTarget = _parent.Mechanisms[0];
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if (mechanismTarget != null)
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if (_parent.Mechanisms.Count <= 0)
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return;
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List<Mechanism> toSend = new List<Mechanism>();
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foreach (Mechanism mechanism in _parent.Mechanisms)
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{
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ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
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performer.PopupMessage(performer, localizationManager.GetString("Detach the organ..."));
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//Delay?
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_targetOrgan = mechanismTarget;
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if (!_disconnectedOrgans.Contains(mechanism))
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toSend.Add(mechanism);
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}
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if (toSend.Count > 0)
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surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
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}
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public void LoosenOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (target != null && _parent.Mechanisms.Contains(target))
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{
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performer.PopupMessage(performer, Loc.GetString("Loosen the organ..."));
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//Delay?
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_disconnectedOrgans.Add(target);
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}
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}
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protected void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (_disconnectedOrgans.Count <= 0)
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return;
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if (_disconnectedOrgans.Count == 1)
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RemoveOrganSurgeryCallback(_disconnectedOrgans[0], container, surgeon, performer);
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else
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surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
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}
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protected void RemoveOrganSurgery(BodyManagerComponent target, IEntity performer)
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public void RemoveOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (_targetOrgan != null)
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if (target != null && _parent.Mechanisms.Contains(target))
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{
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ILocalizationManager localizationManager = IoCManager.Resolve<ILocalizationManager>();
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performer.PopupMessage(performer, localizationManager.GetString("Remove the organ..."));
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performer.PopupMessage(performer, Loc.GetString("Remove the organ..."));
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//Delay?
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_parent.DropMechanism(performer, _targetOrgan);
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_parent.DropMechanism(performer, target);
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_disconnectedOrgans.Remove(target);
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}
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}
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protected void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (!(container is BodyManagerComponent)) //This surgery requires a DroppedBodyPartComponent.
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return;
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BodyManagerComponent bmTarget = (BodyManagerComponent) container;
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performer.PopupMessage(performer, Loc.GetString("Saw off the limb!"));
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//Delay?
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bmTarget.DisconnectBodyPart(_parent, true);
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}
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}
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}
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@@ -8,24 +8,31 @@ using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using YamlDotNet.RepresentationModel;
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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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/// 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.
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/// 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.
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/// </summary>
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public abstract class ISurgeryData {
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public abstract class ISurgeryData
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{
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/// <summary>
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/// 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.
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/// The <see cref="BodyPart"/> this surgeryData is attached to. The ISurgeryData class should not exist without a <see cref="BodyPart"/> that it
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/// represents, and will throw errors if it is null.
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/// </summary>
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protected BodyPart _parent;
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/// <summary>
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/// The BodyPartType of the parent PartType.
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/// The <see cref="BodyPartType"/> of the parent <see cref="BodyPart"/>.
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/// </summary>
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protected BodyPartType _parentType => _parent.PartType;
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public delegate void SurgeryAction(BodyManagerComponent target, IEntity performer);
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public delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
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public ISurgeryData(BodyPart parent)
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{
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@@ -33,29 +40,44 @@ namespace Content.Server.BodySystem {
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}
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/// <summary>
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/// Gets the delegate corresponding to the surgery step using the given SurgeryToolType. Returns null if no surgery step can be performed.
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/// Returns the description of this current <see cref="BodyPart"/> to be shown upon observing the given entity.
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/// </summary>
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public abstract SurgeryAction GetSurgeryStep(SurgeryToolType toolType);
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public abstract string GetDescription(IEntity target);
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/// <summary>
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/// Returns whether the given SurgeryToolType can be used to perform a surgery.
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/// Returns whether a <see cref="Mechanism"/> can be installed into the <see cref="BodyPart"/> this ISurgeryData represents.
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/// </summary>
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public bool CheckSurgery(SurgeryToolType toolType)
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public abstract bool CanInstallMechanism(Mechanism toBeInstalled);
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/// <summary>
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/// Returns whether the given <see cref="BodyPart"/> can be connected to the <see cref="BodyPart"/> this ISurgeryData represents.
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/// </summary>
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public abstract bool CanAttachBodyPart(BodyPart toBeConnected);
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/// <summary>
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/// Gets the delegate corresponding to the surgery step using the given <see cref="SurgeryType"/>. Returns null if no surgery step can be performed.
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/// </summary>
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public abstract SurgeryAction GetSurgeryStep(SurgeryType toolType);
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/// <summary>
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/// Returns whether the given <see cref="SurgeryType"/> can be used to perform a surgery on the BodyPart this <see cref="ISurgeryData"/> represents.
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/// </summary>
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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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/// <summary>
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/// Attempts to perform surgery with the given tooltype. Returns whether the operation was successful.
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/// Attempts to perform surgery of the given <see cref="SurgeryType"/>. Returns whether the operation was successful.
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/// </summary>
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/// /// <param name="toolType">The SurgeryToolType used for this surgery.</param>
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/// /// <param name="performer">The entity performing the surgery.</param>
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public bool PerformSurgery(SurgeryToolType toolType, BodyManagerComponent target, IEntity performer)
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/// <param name="surgeryType">The <see cref="SurgeryType"/> used for this surgery.</param>
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/// <param name="performer">The entity performing the surgery.</param>
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public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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SurgeryAction step = GetSurgeryStep(toolType);
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SurgeryAction step = GetSurgeryStep(surgeryType);
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if (step == null)
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return false;
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step(target, performer);
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step(container, surgeon, performer);
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return true;
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}
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