Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
This commit is contained in:
181
Content.Server/GameObjects/Components/Body/MechanismComponent.cs
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181
Content.Server/GameObjects/Components/Body/MechanismComponent.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.Utility;
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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 Content.Shared.Interfaces.GameObjects.Components;
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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.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedMechanismComponent))]
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[ComponentReference(typeof(IMechanism))]
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public class MechanismComponent : SharedMechanismComponent, IAfterInteract
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{
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUIMessage;
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}
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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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{
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return;
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}
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CloseAllSurgeryUIs();
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OptionsCache.Clear();
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PerformerCache = null;
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BodyCache = null;
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if (eventArgs.Target.TryGetBody(out var body))
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{
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SendBodyPartListToUser(eventArgs, body);
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}
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else if (eventArgs.Target.TryGetComponent<IBodyPart>(out var part))
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{
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DebugTools.AssertNotNull(part);
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if (!part.TryAddMechanism(this))
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{
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eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("You can't fit it in!"));
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}
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}
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}
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private void SendBodyPartListToUser(AfterInteractEventArgs eventArgs, IBody body)
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{
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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foreach (var (key, value) in body.Parts)
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{
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// For each limb in the target, add it to our cache if it is a valid option.
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if (value.CanAddMechanism(this))
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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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eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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OpenSurgeryUI(actor.playerSession);
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UpdateSurgeryUIBodyPartRequest(actor.playerSession, toSend);
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PerformerCache = eventArgs.User;
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BodyCache = body;
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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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eventArgs.Target.PopupMessage(eventArgs.User,
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Loc.GetString("You see no way to install the {0}.", Owner.Name));
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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 BodyParts 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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if (PerformerCache == null ||
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!PerformerCache.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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if (BodyCache == null)
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{
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return;
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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 var targetObject))
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{
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BodyCache.Owner.PopupMessage(PerformerCache,
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Loc.GetString("You see no useful way to use the {0} anymore.", Owner.Name));
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return;
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}
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var target = (IBodyPart) targetObject;
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var message = target.TryAddMechanism(this)
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? Loc.GetString("You jam {0:theName} inside {1:them}.", Owner, PerformerCache)
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: Loc.GetString("You can't fit it in!");
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BodyCache.Owner.PopupMessage(PerformerCache, message);
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// TODO: {1:theName}
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}
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private void OpenSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Open(session);
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}
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private 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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private void CloseSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Close(session);
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}
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private void CloseAllSurgeryUIs()
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{
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UserInterface?.CloseAll();
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}
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private void OnUIMessage(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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}
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}
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protected override void OnPartAdd(IBodyPart? old, IBodyPart current)
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{
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base.OnPartAdd(old, current);
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.Visible = false;
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}
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}
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protected override void OnPartRemove(IBodyPart old)
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{
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base.OnPartRemove(old);
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.Visible = true;
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}
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}
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}
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}
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