Files
tbd-station-14/Content.Server/Body/Surgery/Components/SurgeryToolComponent.cs
Acruid 15fb554c28 Engine Entity Anchoring Changes (#4195)
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.

* Fixes power tests with new anchored requirements.

* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.

* Fixed bug with nodes, power works again.

* Adds lifetime stages to Component.

* Update Engine to v0.4.70.
2021-06-19 19:41:26 -07:00

280 lines
9.7 KiB
C#

#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
{
/// <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();
[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<bool> 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<string, int>();
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<SharedBodyPartComponent>(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<SharedMechanismComponent> 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<ActorComponent>().PlayerSession);
UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent<ActorComponent>().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<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 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;
}
}
/// <summary>
/// Called after the client chooses from a list of possible
/// <see cref="SharedBodyPartComponent"/> that can be operated on.
/// </summary>
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();
}
}
/// <summary>
/// Called after the client chooses from a list of possible
/// <see cref="SharedMechanismComponent"/> 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 (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));
}
}
}