* 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>
276 lines
9.6 KiB
C#
276 lines
9.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Body.Surgery.Messages;
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using Content.Server.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Body.Surgery;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// Server-side component representing a generic tool capable of performing surgery.
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/// For instance, the scalpel.
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/// </summary>
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[RegisterComponent]
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public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract
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{
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public override string Name => "SurgeryTool";
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public override uint? NetID => ContentNetIDs.SURGERY;
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private readonly Dictionary<int, object> _optionsCache = new();
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[DataField("baseOperateTime")]
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private float _baseOperateTime = 5;
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private ISurgeon.MechanismRequestCallback? _callbackCache;
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private int _idHash;
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[DataField("surgeryType")]
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private SurgeryType _surgeryType = SurgeryType.Incision;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
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public IBody? BodyCache { get; private set; }
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public IEntity? PerformerCache { get; private set; }
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return false;
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}
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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return false;
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}
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CloseAllSurgeryUIs();
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// Attempt surgery on a body by sending a list of operable parts for the client to choose from
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if (eventArgs.Target.TryGetComponent(out IBody? body))
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{
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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foreach (var (key, value) in body.Parts)
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{
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// For each limb in the target, add it to our cache if it is a valid option.
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if (value.SurgeryCheck(_surgeryType))
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{
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_optionsCache.Add(_idHash, value);
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toSend.Add(key + ": " + value.Name, _idHash++);
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}
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}
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(actor.playerSession);
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UpdateSurgeryUIBodyPartRequest(actor.playerSession, toSend);
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PerformerCache = eventArgs.User; // Also, cache the data.
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BodyCache = body;
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}
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else // If surgery cannot be performed, show message saying so.
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{
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NotUsefulPopup();
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}
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}
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else if (eventArgs.Target.TryGetComponent<IBodyPart>(out var part))
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{
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// Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI
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PerformerCache = eventArgs.User;
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// If surgery can be performed...
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if (!part.SurgeryCheck(_surgeryType))
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{
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NotUsefulPopup();
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return true;
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}
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// ...do the surgery.
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if (part.AttemptSurgery(_surgeryType, part, this,
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eventArgs.User))
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{
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return true;
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}
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// Log error if the surgery fails somehow.
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Logger.Debug($"Error when trying to perform surgery on ${nameof(IBodyPart)} {eventArgs.User.Name}");
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throw new InvalidOperationException();
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}
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return true;
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}
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public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; }
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public void RequestMechanism(IEnumerable<IMechanism> options, ISurgeon.MechanismRequestCallback callback)
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{
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var toSend = new Dictionary<string, int>();
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foreach (var mechanism in options)
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{
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_optionsCache.Add(_idHash, mechanism);
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toSend.Add(mechanism.Name, _idHash++);
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}
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if (_optionsCache.Count > 0 && PerformerCache != null)
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{
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OpenSurgeryUI(PerformerCache.GetComponent<BasicActorComponent>().playerSession);
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UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent<BasicActorComponent>().playerSession,
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toSend);
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_callbackCache = callback;
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}
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else
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{
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Logger.Debug("Error on callback from mechanisms: there were no viable options to choose from!");
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throw new InvalidOperationException();
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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}
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private void OpenSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Open(session);
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var message = new SurgeryWindowOpenMessage(this);
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SendMessage(message);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
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}
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private void UpdateSurgeryUIBodyPartRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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UserInterface?.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session);
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}
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private void UpdateSurgeryUIMechanismRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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UserInterface?.SendMessage(new RequestMechanismSurgeryUIMessage(options), session);
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}
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private void ClearUIData()
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{
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_optionsCache.Clear();
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PerformerCache = null;
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BodyCache = null;
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_callbackCache = null;
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}
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private void CloseSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Close(session);
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ClearUIData();
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}
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public void CloseAllSurgeryUIs()
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{
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UserInterface?.CloseAll();
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ClearUIData();
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case ReceiveBodyPartSurgeryUIMessage msg:
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HandleReceiveBodyPart(msg.SelectedOptionId);
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break;
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case ReceiveMechanismSurgeryUIMessage msg:
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HandleReceiveMechanism(msg.SelectedOptionId);
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break;
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}
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}
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/// <summary>
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/// Called after the client chooses from a list of possible
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/// <see cref="IBodyPart"/> that can be operated on.
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/// </summary>
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private void HandleReceiveBodyPart(int key)
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{
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if (PerformerCache == null ||
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!PerformerCache.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject) ||
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BodyCache == null)
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{
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NotUsefulAnymorePopup();
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return;
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}
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var target = (IBodyPart) targetObject!;
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// TODO BODY Reconsider
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if (!target.AttemptSurgery(_surgeryType, BodyCache, this, PerformerCache))
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{
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NotUsefulAnymorePopup();
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}
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}
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/// <summary>
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/// Called after the client chooses from a list of possible
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/// <see cref="IMechanism"/> to choose from.
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/// </summary>
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private void HandleReceiveMechanism(int key)
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{
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject) ||
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PerformerCache == null ||
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!PerformerCache.TryGetComponent(out IActorComponent? actor))
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{
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NotUsefulAnymorePopup();
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return;
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}
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var target = targetObject as MechanismComponent;
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CloseSurgeryUI(actor.playerSession);
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_callbackCache?.Invoke(target, BodyCache, this, PerformerCache);
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}
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private void NotUsefulPopup()
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{
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BodyCache?.Owner.PopupMessage(PerformerCache,
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Loc.GetString("You see no useful way to use {0:theName}.", Owner));
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}
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private void NotUsefulAnymorePopup()
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{
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BodyCache?.Owner.PopupMessage(PerformerCache,
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Loc.GetString("You see no useful way to use {0:theName} anymore.", Owner));
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}
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}
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}
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