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
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Shared.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// Data class representing the surgery state of a biological entity.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SurgeryDataComponent))]
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public class BiologicalSurgeryDataComponent : SurgeryDataComponent
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{
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public override string Name => "BiologicalSurgeryData";
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private readonly List<IMechanism> _disconnectedOrgans = new List<IMechanism>();
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private bool _skinOpened;
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private bool _skinRetracted;
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private bool _vesselsClamped;
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protected override SurgeryAction? GetSurgeryStep(SurgeryType toolType)
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{
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if (Parent == null)
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{
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return null;
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}
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if (toolType == SurgeryType.Amputation)
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{
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return RemoveBodyPartSurgery;
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}
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if (!_skinOpened)
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{
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// Case: skin is normal.
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if (toolType == SurgeryType.Incision)
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{
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return OpenSkinSurgery;
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}
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}
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else if (!_vesselsClamped)
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{
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// Case: skin is opened, but not clamped.
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switch (toolType)
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{
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case SurgeryType.VesselCompression:
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return ClampVesselsSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else if (!_skinRetracted)
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{
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// Case: skin is opened and clamped, but not retracted.
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switch (toolType)
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{
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case SurgeryType.Retraction:
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return RetractSkinSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else
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{
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// Case: skin is fully open.
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if (Parent.Mechanisms.Count > 0 &&
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toolType == SurgeryType.VesselCompression)
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{
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if (_disconnectedOrgans.Except(Parent.Mechanisms).Count() != 0 ||
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Parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0)
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{
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return LoosenOrganSurgery;
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}
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}
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if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
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{
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return RemoveOrganSurgery;
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}
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if (toolType == SurgeryType.Cauterization)
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{
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return CauterizeIncisionSurgery;
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}
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}
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return null;
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}
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public override string GetDescription(IEntity target)
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{
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if (Parent == null)
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{
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return "";
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}
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var toReturn = "";
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if (_skinOpened && !_vesselsClamped)
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{
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// Case: skin is opened, but not clamped.
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n",
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target, Parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && !_skinRetracted)
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{
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// Case: skin is opened and clamped, but not retracted.
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n",
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target, Parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && _skinRetracted)
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{
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// Case: skin is fully open.
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toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", target, Parent.Name);
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foreach (var mechanism in _disconnectedOrgans)
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{
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toReturn += Loc.GetString("{0:their} {1} is loose.\n", 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 CanAddMechanism(IMechanism mechanism)
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{
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return Parent != null &&
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_skinOpened &&
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_vesselsClamped &&
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_skinRetracted;
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}
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public override bool CanAttachBodyPart(IBodyPart part)
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{
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return Parent != null;
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// TODO BODY if a part is disconnected, you should have to do some surgery to allow another bodypart to be attached.
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}
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private void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Cut open the skin..."));
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// TODO BODY do_after: Delay
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_skinOpened = true;
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}
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private void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Clamp the vessels..."));
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// TODO BODY do_after: Delay
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_vesselsClamped = true;
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}
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private void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Retract the skin..."));
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// TODO BODY do_after: Delay
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_skinRetracted = true;
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}
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private void CauterizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Cauterize the incision..."));
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// TODO BODY do_after: 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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private void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (Parent.Mechanisms.Count <= 0) return;
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var toSend = new List<IMechanism>();
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foreach (var mechanism in Parent.Mechanisms)
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{
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if (!_disconnectedOrgans.Contains(mechanism))
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{
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toSend.Add(mechanism);
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}
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}
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if (toSend.Count > 0)
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{
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surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
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}
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}
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private void LoosenOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
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IEntity performer)
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{
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if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Loosen the organ..."));
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// TODO BODY do_after: Delay
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_disconnectedOrgans.Add(target);
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}
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private void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (_disconnectedOrgans.Count <= 0)
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{
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return;
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}
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if (_disconnectedOrgans.Count == 1)
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{
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RemoveOrganSurgeryCallback(_disconnectedOrgans[0], container, surgeon, performer);
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}
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else
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{
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surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
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}
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}
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private void RemoveOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
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IEntity performer)
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{
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if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Remove the organ..."));
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// TODO BODY do_after: Delay
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Parent.RemoveMechanism(target, performer.Transform.Coordinates);
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_disconnectedOrgans.Remove(target);
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}
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private void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (!(container is IBody body)) return;
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performer.PopupMessage(Loc.GetString("Saw off the limb!"));
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// TODO BODY do_after: Delay
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body.RemovePart(Parent, true);
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}
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}
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}
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