160 lines
6.1 KiB
C#
160 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.BodySystem;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.BodySystem;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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[RegisterComponent]
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public class ServerSurgeryToolComponent : SharedSurgeryToolComponent, IAfterInteract
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IPhysicsManager _physicsManager;
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#pragma warning restore 649
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public HashSet<IPlayerSession> SubscribedSessions = new HashSet<IPlayerSession>();
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private Dictionary<string, BodyPart> _surgeryOptionsCache = new Dictionary<string, BodyPart>();
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private BodyManagerComponent _targetCache;
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private IEntity _performerCache;
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!InteractionChecks.InRangeUnobstructed(eventArgs)) return;
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if (eventArgs.Target == null)
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return;
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if (eventArgs.Target.TryGetComponent<BodySystem.BodyManagerComponent>(out BodySystem.BodyManagerComponent bodyManager))
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{
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_surgeryOptionsCache.Clear();
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var toSend = new Dictionary<string, string>();
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foreach (var(key, value) in bodyManager.PartDictionary) {
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if (value.SurgeryCheck(_surgeryToolClass))
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{
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_surgeryOptionsCache.Add(key, value);
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toSend.Add(key, value.Name);
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}
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}
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if (_surgeryOptionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User);
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UpdateSurgeryUI(eventArgs.User, toSend);
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_performerCache = eventArgs.User;
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_targetCache = bodyManager;
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}
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}
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}
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/// <summary>
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/// Called after the user selects a surgery target.
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/// </summary>
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void PerformSurgery(SelectSurgeryUIMessage msg)
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{
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//TODO: sanity checks to see whether user is in range, body is still same, etc etc
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if (!_surgeryOptionsCache.TryGetValue(msg.TargetSlot, out BodyPart target))
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{
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Logger.Debug("Error when trying to perform surgery on bodypart in slot " + msg.TargetSlot + ": it was not found!");
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throw new InvalidOperationException();
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}
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if (!target.AttemptSurgery(_surgeryToolClass, _targetCache, _performerCache))
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{
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Logger.Debug("Error when trying to perform surgery on bodypart " + target.Name + "!");
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throw new InvalidOperationException();
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}
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CloseSurgeryUI(_performerCache);
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}
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public void OpenSurgeryUI(IEntity character)
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{
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var user_session = character.GetComponent<BasicActorComponent>().playerSession;
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SubscribeSession(user_session);
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SendNetworkMessage(new OpenSurgeryUIMessage(), user_session.ConnectedClient);
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}
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public void UpdateSurgeryUI(IEntity character, Dictionary<string, string> options)
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{
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var user_session = character.GetComponent<BasicActorComponent>().playerSession;
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if (user_session.AttachedEntity == null)
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{
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UnsubscribeSession(user_session);
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return;
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}
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SendNetworkMessage(new UpdateSurgeryUIMessage(options), user_session.ConnectedClient);
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}
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public void CloseSurgeryUI(IEntity character)
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{
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var user_session = character.GetComponent<BasicActorComponent>().playerSession;
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SubscribeSession(user_session);
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SendNetworkMessage(new CloseSurgeryUIMessage(), user_session.ConnectedClient);
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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if (session == null)
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{
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throw new ArgumentException(nameof(session));
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}
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switch (message)
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{
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case CloseSurgeryUIMessage msg:
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UnsubscribeSession(session as IPlayerSession);
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break;
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case SelectSurgeryUIMessage msg:
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PerformSurgery(msg);
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break;
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}
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}
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public void SubscribeSession(IPlayerSession session)
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{
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if (!SubscribedSessions.Contains(session))
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{
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session.PlayerStatusChanged += HandlePlayerSessionChangeEvent;
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SubscribedSessions.Add(session);
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}
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}
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public void UnsubscribeSession(IPlayerSession session)
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{
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if (SubscribedSessions.Contains(session))
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{
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SubscribedSessions.Remove(session);
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SendNetworkMessage(new CloseSurgeryUIMessage(), session.ConnectedClient);
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}
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}
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public void HandlePlayerSessionChangeEvent(object obj, SessionStatusEventArgs SSEA)
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{
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if (SSEA.NewStatus != SessionStatus.InGame)
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{
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UnsubscribeSession(SSEA.Session);
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}
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}
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}
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}
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