Files
tbd-station-14/Content.Server/Body/Surgery/BiologicalSurgeryData.cs
DrSmugleaf 097e02ab4f Separate part management from the rest of body manager component (#2017)
* Separate part management from the rest of body manager component

* Component reference

* Move more methods over

* Fix docs and move over BodyPreset

* Fix up body preset

* Create initialize method and remove constructor for BodyPreset

* Do the same for BodyTemplate and add Initialized properties

* Fix BodyTemplate HashCode test

* BodyTemplate test PLS
2020-09-10 00:51:24 +02:00

250 lines
8.3 KiB
C#

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