Files
tbd-station-14/Content.Server/GameObjects/Components/Body/Surgery/SurgeryToolComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

276 lines
9.6 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Body.Surgery.Messages;
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.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body.Surgery
{
/// <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 IBody? 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 IActorComponent? 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 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 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(IBodyPart)} {eventArgs.User.Name}");
throw new InvalidOperationException();
}
return true;
}
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;
}
}
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="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));
}
}
}