#nullable enable using System; using System.Collections.Generic; using System.Threading.Tasks; using Content.Server.Body.Mechanism; using Content.Server.Body.Surgery.Messages; using Content.Server.UserInterface; using Content.Shared.Body.Components; using Content.Shared.Body.Mechanism; using Content.Shared.Body.Part; using Content.Shared.Body.Surgery; using Content.Shared.Interaction; using Content.Shared.NetIDs; using Content.Shared.Notification; using Content.Shared.Notification.Managers; using Robust.Server.GameObjects; using Robust.Server.Player; using Robust.Shared.GameObjects; using Robust.Shared.Localization; using Robust.Shared.Log; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; namespace Content.Server.Body.Surgery.Components { /// /// Server-side component representing a generic tool capable of performing surgery. /// For instance, the scalpel. /// [RegisterComponent] public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract { public override string Name => "SurgeryTool"; public override uint? NetID => ContentNetIDs.SURGERY; private readonly Dictionary _optionsCache = new(); [DataField("baseOperateTime")] private float _baseOperateTime = 5; private ISurgeon.MechanismRequestCallback? _callbackCache; private int _idHash; [DataField("surgeryType")] private SurgeryType _surgeryType = SurgeryType.Incision; [ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key); public SharedBodyComponent? BodyCache { get; private set; } public IEntity? PerformerCache { get; private set; } async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs) { if (eventArgs.Target == null) { return false; } if (!eventArgs.User.TryGetComponent(out ActorComponent? actor)) { return false; } CloseAllSurgeryUIs(); // Attempt surgery on a body by sending a list of operable parts for the client to choose from if (eventArgs.Target.TryGetComponent(out SharedBodyComponent? body)) { // Create dictionary to send to client (text to be shown : data sent back if selected) var toSend = new Dictionary(); foreach (var (part, slot) in body.Parts) { // For each limb in the target, add it to our cache if it is a valid option. if (part.SurgeryCheck(_surgeryType)) { _optionsCache.Add(_idHash, part); toSend.Add(slot.Id + ": " + part.Name, _idHash++); } } if (_optionsCache.Count > 0) { OpenSurgeryUI(actor.PlayerSession); UpdateSurgeryUIBodyPartRequest(actor.PlayerSession, toSend); PerformerCache = eventArgs.User; // Also, cache the data. BodyCache = body; } else // If surgery cannot be performed, show message saying so. { NotUsefulPopup(); } } else if (eventArgs.Target.TryGetComponent(out var part)) { // Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI PerformerCache = eventArgs.User; // If surgery can be performed... if (!part.SurgeryCheck(_surgeryType)) { NotUsefulPopup(); return true; } // ...do the surgery. if (part.AttemptSurgery(_surgeryType, part, this, eventArgs.User)) { return true; } // Log error if the surgery fails somehow. Logger.Debug($"Error when trying to perform surgery on ${nameof(SharedBodyPartComponent)} {eventArgs.User.Name}"); throw new InvalidOperationException(); } return true; } public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; } public void RequestMechanism(IEnumerable options, ISurgeon.MechanismRequestCallback callback) { var toSend = new Dictionary(); foreach (var mechanism in options) { _optionsCache.Add(_idHash, mechanism); toSend.Add(mechanism.Name, _idHash++); } if (_optionsCache.Count > 0 && PerformerCache != null) { OpenSurgeryUI(PerformerCache.GetComponent().PlayerSession); UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent().PlayerSession, toSend); _callbackCache = callback; } else { Logger.Debug("Error on callback from mechanisms: there were no viable options to choose from!"); throw new InvalidOperationException(); } } protected override void Initialize() { base.Initialize(); if (UserInterface != null) { UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage; } } private void OpenSurgeryUI(IPlayerSession session) { UserInterface?.Open(session); var message = new SurgeryWindowOpenMessage(this); SendMessage(message); Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, message); } private void UpdateSurgeryUIBodyPartRequest(IPlayerSession session, Dictionary options) { UserInterface?.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session); } private void UpdateSurgeryUIMechanismRequest(IPlayerSession session, Dictionary options) { UserInterface?.SendMessage(new RequestMechanismSurgeryUIMessage(options), session); } private void ClearUIData() { _optionsCache.Clear(); PerformerCache = null; BodyCache = null; _callbackCache = null; } private void CloseSurgeryUI(IPlayerSession session) { UserInterface?.Close(session); ClearUIData(); } public void CloseAllSurgeryUIs() { UserInterface?.CloseAll(); ClearUIData(); } private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message) { switch (message.Message) { case ReceiveBodyPartSurgeryUIMessage msg: HandleReceiveBodyPart(msg.SelectedOptionId); break; case ReceiveMechanismSurgeryUIMessage msg: HandleReceiveMechanism(msg.SelectedOptionId); break; } } /// /// Called after the client chooses from a list of possible /// that can be operated on. /// private void HandleReceiveBodyPart(int key) { if (PerformerCache == null || !PerformerCache.TryGetComponent(out ActorComponent? actor)) { return; } CloseSurgeryUI(actor.PlayerSession); // TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc if (!_optionsCache.TryGetValue(key, out var targetObject) || BodyCache == null) { NotUsefulAnymorePopup(); return; } var target = (SharedBodyPartComponent) targetObject!; // TODO BODY Reconsider if (!target.AttemptSurgery(_surgeryType, BodyCache, this, PerformerCache)) { NotUsefulAnymorePopup(); } } /// /// Called after the client chooses from a list of possible /// to choose from. /// private void HandleReceiveMechanism(int key) { // TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc if (BodyCache == null || !_optionsCache.TryGetValue(key, out var targetObject) || targetObject is not MechanismComponent target || PerformerCache == null || !PerformerCache.TryGetComponent(out ActorComponent? actor)) { NotUsefulAnymorePopup(); return; } CloseSurgeryUI(actor.PlayerSession); _callbackCache?.Invoke(target, BodyCache, this, PerformerCache); } private void NotUsefulPopup() { if (PerformerCache == null) return; BodyCache?.Owner.PopupMessage(PerformerCache, Loc.GetString("You see no useful way to use {0:theName}.", Owner)); } private void NotUsefulAnymorePopup() { if (PerformerCache == null) return; BodyCache?.Owner.PopupMessage(PerformerCache, Loc.GetString("You see no useful way to use {0:theName} anymore.", Owner)); } } }