#nullable enable using System.Collections.Generic; using System.Linq; using Content.Server.Commands; using Content.Server.Utility; using Content.Shared.GameObjects.Components.Body; using Content.Shared.GameObjects.Components.Body.Mechanism; using Content.Shared.GameObjects.Components.Body.Part; using Content.Shared.GameObjects.Components.Body.Surgery; using Content.Shared.GameObjects.Verbs; using Content.Shared.Interfaces; using Content.Shared.Interfaces.GameObjects.Components; using Robust.Server.Console; using Robust.Server.GameObjects; using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.UserInterface; using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.Player; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Log; using Robust.Shared.ViewVariables; namespace Content.Server.GameObjects.Components.Body.Part { [RegisterComponent] [ComponentReference(typeof(SharedBodyPartComponent))] [ComponentReference(typeof(IBodyPart))] public class BodyPartComponent : SharedBodyPartComponent, IAfterInteract { private readonly Dictionary _optionsCache = new Dictionary(); private IBody? _owningBodyCache; private int _idHash; private IEntity? _surgeonCache; private Container _mechanismContainer = default!; [ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key); public override bool CanAddMechanism(IMechanism mechanism) { return base.CanAddMechanism(mechanism) && _mechanismContainer.CanInsert(mechanism.Owner); } protected override void OnAddMechanism(IMechanism mechanism) { base.OnAddMechanism(mechanism); _mechanismContainer.Insert(mechanism.Owner); } protected override void OnRemoveMechanism(IMechanism mechanism) { base.OnRemoveMechanism(mechanism); _mechanismContainer.Remove(mechanism.Owner); } public override void Initialize() { base.Initialize(); _mechanismContainer = ContainerManagerComponent.Ensure($"{Name}-{nameof(BodyPartComponent)}", Owner); // This is ran in Startup as entities spawned in Initialize // are not synced to the client since they are assumed to be // identical on it foreach (var mechanismId in MechanismIds) { var entity = Owner.EntityManager.SpawnEntity(mechanismId, Owner.Transform.MapPosition); if (!entity.TryGetComponent(out IMechanism? mechanism)) { Logger.Error($"Entity {mechanismId} does not have a {nameof(IMechanism)} component."); continue; } TryAddMechanism(mechanism, true); } } protected override void Startup() { base.Startup(); if (UserInterface != null) { UserInterface.OnReceiveMessage += OnUIMessage; } foreach (var mechanism in Mechanisms) { mechanism.Dirty(); } } public void AfterInteract(AfterInteractEventArgs eventArgs) { // TODO BODY if (eventArgs.Target == null) { return; } CloseAllSurgeryUIs(); _optionsCache.Clear(); _surgeonCache = null; _owningBodyCache = null; if (eventArgs.Target.TryGetComponent(out IBody? body)) { SendSlots(eventArgs, body); } } private void SendSlots(AfterInteractEventArgs eventArgs, IBody body) { // Create dictionary to send to client (text to be shown : data sent back if selected) var toSend = new Dictionary(); // Here we are trying to grab a list of all empty BodySlots adjacent to an existing BodyPart that can be // attached to. i.e. an empty left hand slot, connected to an occupied left arm slot would be valid. var unoccupiedSlots = body.Slots.Keys.ToList().Except(body.Parts.Keys.ToList()).ToList(); foreach (var slot in unoccupiedSlots) { if (!body.TryGetSlotType(slot, out var typeResult) || typeResult != PartType || !body.TryGetPartConnections(slot, out var parts)) { continue; } foreach (var connectedPart in parts) { if (!connectedPart.CanAttachPart(this)) { continue; } _optionsCache.Add(_idHash, slot); toSend.Add(slot, _idHash++); } } if (_optionsCache.Count > 0) { OpenSurgeryUI(eventArgs.User.GetComponent().playerSession); BodyPartSlotRequest(eventArgs.User.GetComponent().playerSession, toSend); _surgeonCache = eventArgs.User; _owningBodyCache = body; } else // If surgery cannot be performed, show message saying so. { eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("You see no way to install {0:theName}.", Owner)); } } /// /// Called after the client chooses from a list of possible /// BodyPartSlots to install the limb on. /// private void ReceiveBodyPartSlot(int key) { if (_surgeonCache == null || !_surgeonCache.TryGetComponent(out IActorComponent? actor)) { return; } CloseSurgeryUI(actor.playerSession); if (_owningBodyCache == null) { return; } // 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)) { _owningBodyCache.Owner.PopupMessage(_surgeonCache, Loc.GetString("You see no useful way to attach {0:theName} anymore.", Owner)); } var target = (string) targetObject!; var message = _owningBodyCache.TryAddPart(target, this) ? Loc.GetString("You attach {0:theName}.", Owner) : Loc.GetString("You can't attach {0:theName}!", Owner); _owningBodyCache.Owner.PopupMessage(_surgeonCache, message); } private void OpenSurgeryUI(IPlayerSession session) { UserInterface?.Open(session); } private void BodyPartSlotRequest(IPlayerSession session, Dictionary options) { UserInterface?.SendMessage(new RequestBodyPartSlotSurgeryUIMessage(options), session); } private void CloseSurgeryUI(IPlayerSession session) { UserInterface?.Close(session); } private void CloseAllSurgeryUIs() { UserInterface?.CloseAll(); } private void OnUIMessage(ServerBoundUserInterfaceMessage message) { switch (message.Message) { case ReceiveBodyPartSlotSurgeryUIMessage msg: ReceiveBodyPartSlot(msg.SelectedOptionId); break; } } [Verb] public class AttachBodyPartVerb : Verb { protected override void GetData(IEntity user, BodyPartComponent component, VerbData data) { data.Visibility = VerbVisibility.Invisible; if (user == component.Owner) { return; } if (!user.TryGetComponent(out IActorComponent? actor)) { return; } var groupController = IoCManager.Resolve(); if (!groupController.CanCommand(actor.playerSession, "attachbodypart")) { return; } if (!user.TryGetComponent(out IBody? body)) { return; } if (body.HasPart(component)) { return; } data.Visibility = VerbVisibility.Visible; data.Text = Loc.GetString("Attach Body Part"); } protected override void Activate(IEntity user, BodyPartComponent component) { if (!user.TryGetComponent(out IBody? body)) { return; } body.TryAddPart($"{nameof(AttachBodyPartVerb)}-{component.Owner.Uid}", component, true); } } } }