Files
tbd-station-14/Content.Server/GameObjects/Components/Body/SurgeryToolComponent.cs
DrSmugleaf 5c0cf1b1a0 Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:00:49 +11:00

269 lines
9.5 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.Utility;
using Content.Shared.GameObjects;
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.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
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.Localization;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body
{
/// <summary>
/// Server-side component representing a generic tool capable of performing surgery.
/// For instance, the scalpel.
/// </summary>
[RegisterComponent]
public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract
{
public override string Name => "SurgeryTool";
public override uint? NetID => ContentNetIDs.SURGERY;
private readonly Dictionary<int, object> _optionsCache = new();
private float _baseOperateTime;
private IBody? _bodyCache;
private ISurgeon.MechanismRequestCallback? _callbackCache;
private int _idHash;
private IEntity? _performerCache;
private SurgeryType _surgeryType;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return;
}
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
CloseAllSurgeryUIs();
_optionsCache.Clear();
_performerCache = null;
_bodyCache = null;
_callbackCache = null;
// Attempt surgery on a body by sending a list of operable parts for the client to choose from
if (eventArgs.Target.TryGetComponent(out IBody? body))
{
// Create dictionary to send to client (text to be shown : data sent back if selected)
var toSend = new Dictionary<string, int>();
foreach (var (key, value) in body.Parts)
{
// 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(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<IBodyPart>(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;
}
// ...do the surgery.
if (part.AttemptSurgery(_surgeryType, part, this,
eventArgs.User))
{
return;
}
// Log error if the surgery fails somehow.
Logger.Debug($"Error when trying to perform surgery on ${nameof(IBodyPart)} {eventArgs.User.Name}");
throw new InvalidOperationException();
}
}
public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; }
public void RequestMechanism(IEnumerable<IMechanism> options, ISurgeon.MechanismRequestCallback callback)
{
var toSend = new Dictionary<string, int>();
foreach (var mechanism in options)
{
_optionsCache.Add(_idHash, mechanism);
toSend.Add(mechanism.Name, _idHash++);
}
if (_optionsCache.Count > 0 && _performerCache != null)
{
OpenSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
UpdateSurgeryUIMechanismRequest(_performerCache.GetComponent<BasicActorComponent>().playerSession,
toSend);
_callbackCache = callback;
}
else
{
Logger.Debug("Error on callback from mechanisms: there were no viable options to choose from!");
throw new InvalidOperationException();
}
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
}
// TODO BODY add checks to close UI if user walks too far away from tool or target.
private void OpenSurgeryUI(IPlayerSession session)
{
UserInterface?.Open(session);
}
private void UpdateSurgeryUIBodyPartRequest(IPlayerSession session, Dictionary<string, int> options)
{
UserInterface?.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session);
}
private void UpdateSurgeryUIMechanismRequest(IPlayerSession session, Dictionary<string, int> options)
{
UserInterface?.SendMessage(new RequestMechanismSurgeryUIMessage(options), session);
}
private void CloseSurgeryUI(IPlayerSession session)
{
UserInterface?.Close(session);
}
private 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;
}
}
/// <summary>
/// Called after the client chooses from a list of possible
/// <see cref="IBodyPart"/> that can be operated on.
/// </summary>
private void HandleReceiveBodyPart(int key)
{
if (_performerCache == null ||
!_performerCache.TryGetComponent(out IActorComponent? 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 = (IBodyPart) targetObject!;
// TODO BODY Reconsider
if (!target.AttemptSurgery(_surgeryType, _bodyCache, this, _performerCache))
{
NotUsefulAnymorePopup();
}
}
/// <summary>
/// Called after the client chooses from a list of possible
/// <see cref="IMechanism"/> to choose from.
/// </summary>
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 var targetObject) ||
_performerCache == null ||
!_performerCache.TryGetComponent(out IActorComponent? actor))
{
NotUsefulAnymorePopup();
return;
}
var target = targetObject as MechanismComponent;
CloseSurgeryUI(actor.playerSession);
_callbackCache?.Invoke(target, _bodyCache, this, _performerCache);
}
private void NotUsefulPopup()
{
_bodyCache?.Owner.PopupMessage(_performerCache,
Loc.GetString("You see no useful way to use {0:theName}.", Owner));
}
private void NotUsefulAnymorePopup()
{
_bodyCache?.Owner.PopupMessage(_performerCache,
Loc.GetString("You see no useful way to use {0:theName} anymore.", Owner));
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _surgeryType, "surgeryType", SurgeryType.Incision);
serializer.DataField(ref _baseOperateTime, "baseOperateTime", 5);
}
}
}