using System; using System.Collections.Generic; using Content.Server.GameObjects.EntitySystems; using Content.Shared.BodySystem; using Content.Shared.GameObjects; using Content.Shared.Interfaces; using Robust.Server.GameObjects; using Robust.Server.GameObjects.Components.UserInterface; using Robust.Server.Interfaces.Player; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Random; using Robust.Shared.IoC; using Robust.Shared.Log; using Robust.Shared.Serialization; namespace Content.Server.BodySystem { //TODO: add checks to close UI if user walks too far away from tool or target. /// /// 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; #pragma warning disable 649 [Dependency] private readonly ISharedNotifyManager _sharedNotifyManager; #pragma warning restore 649 public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; } private float _baseOperateTime; private SurgeryType _surgeryType; private HashSet _subscribedSessions = new HashSet(); private BoundUserInterface _userInterface; private Dictionary _optionsCache = new Dictionary(); private IEntity _performerCache; private BodyManagerComponent _bodyManagerComponentCache; private ISurgeon.MechanismRequestCallback _callbackCache; private int _idHash = 0; public override void Initialize() { base.Initialize(); _userInterface = Owner.GetComponent().GetBoundUserInterface(GenericSurgeryUiKey.Key); _userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage; } void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs) { if (eventArgs.Target == null) return; CloseAllSurgeryUIs(); _optionsCache.Clear(); _performerCache = null; _bodyManagerComponentCache = null; _callbackCache = null; if (eventArgs.Target.TryGetComponent(out BodyManagerComponent bodyManager)) //Attempt surgery on a BodyManagerComponent by sending a list of operatable BodyParts to the client to choose from { var toSend = new Dictionary(); //Create dictionary to send to client (text to be shown : data sent back if selected) foreach (var(key, value) in bodyManager.PartDictionary) { //For each limb in the target, add it to our cache if it is a valid option. if (value.SurgeryCheck(_surgeryType)) { _optionsCache.Add(_idHash, value); toSend.Add(key + ": " + value.Name, _idHash++); } } if (_optionsCache.Count > 0) { OpenSurgeryUI(eventArgs.User.GetComponent().playerSession); UpdateSurgeryUIBodyPartRequest(eventArgs.User.GetComponent().playerSession, toSend); _performerCache = eventArgs.User; //Also, cache the data. _bodyManagerComponentCache = bodyManager; } else //If surgery cannot be performed, show message saying so. { _sharedNotifyManager.PopupMessage(eventArgs.Target, eventArgs.User, "You see no useful way to use the " + Owner.Name + "."); } } else if (eventArgs.Target.TryGetComponent(out DroppedBodyPartComponent droppedBodyPart)) //Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI { _performerCache = eventArgs.User; if (droppedBodyPart.ContainedBodyPart == null) //Throw error if the DroppedBodyPart has no data in it. { Logger.Debug("Surgery was attempted on an IEntity with a DroppedBodyPartComponent that doesn't have a BodyPart in it!"); throw new InvalidOperationException("A DroppedBodyPartComponent exists without a BodyPart in it!"); } if (droppedBodyPart.ContainedBodyPart.SurgeryCheck(_surgeryType)) //If surgery can be performed... { if (!droppedBodyPart.ContainedBodyPart.AttemptSurgery(_surgeryType, droppedBodyPart, this, eventArgs.User)) //...do the surgery. { Logger.Debug("Error when trying to perform surgery on bodypart " + eventArgs.User.Name + "!"); //Log error if the surgery fails somehow. throw new InvalidOperationException(); } } else //If surgery cannot be performed, show message saying so. { _sharedNotifyManager.PopupMessage(eventArgs.Target, eventArgs.User,"You see no useful way to use the " + Owner.Name + "."); } } } public void RequestMechanism(List options, ISurgeon.MechanismRequestCallback callback) { var toSend = new Dictionary (); foreach (Mechanism mechanism in options) { _optionsCache.Add(_idHash, mechanism); toSend.Add(mechanism.Name, _idHash++); } if (_optionsCache.Count > 0) { 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(); } } public void OpenSurgeryUI(IPlayerSession session) { _userInterface.Open(session); } public void UpdateSurgeryUIBodyPartRequest(IPlayerSession session, Dictionary options) { _userInterface.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session); } public void UpdateSurgeryUIMechanismRequest(IPlayerSession session, Dictionary options) { _userInterface.SendMessage(new RequestMechanismSurgeryUIMessage(options), session); } public void CloseSurgeryUI(IPlayerSession session) { _userInterface.Close(session); } public void CloseAllSurgeryUIs() { _userInterface.CloseAll(); } 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 BodyParts that can be operated on. /// private void HandleReceiveBodyPart(int key) { CloseSurgeryUI(_performerCache.GetComponent().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 object targetObject)) { _sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache, "You see no useful way to use the " + Owner.Name + " anymore."); } BodyPart target = targetObject as BodyPart; if (!target.AttemptSurgery(_surgeryType, _bodyManagerComponentCache, this, _performerCache)) { _sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache, "You see no useful way to use the " + Owner.Name + " anymore."); } } /// /// Called after the client chooses from a list of possible Mechanisms 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 (!_optionsCache.TryGetValue(key, out object targetObject)) { _sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache, "You see no useful way to use the " + Owner.Name + " anymore."); } Mechanism target = targetObject as Mechanism; CloseSurgeryUI(_performerCache.GetComponent().playerSession); _callbackCache(target, _bodyManagerComponentCache, this, _performerCache); } public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref _surgeryType, "surgeryType", SurgeryType.Incision); serializer.DataField(ref _baseOperateTime, "baseOperateTime", 5); } } }