Files
tbd-station-14/Content.Server/Health/BodySystem/Surgery/SurgeryData/BiologicalSurgeryData.cs
GlassEclipse 610ab8bf50 BodySystem stuff 2: overused boogaloo (#1174)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-02 20:51:14 +02:00

200 lines
7.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.BodySystem;
using Content.Shared.Interfaces;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using YamlDotNet.RepresentationModel;
namespace Content.Server.BodySystem
{
/// <summary>
/// Data class representing the surgery state of a biological entity.
/// </summary>
public class BiologicalSurgeryData : ISurgeryData
{
protected bool _skinOpened = false;
protected bool _vesselsClamped = false;
protected bool _skinRetracted = false;
protected List<Mechanism> _disconnectedOrgans = new List<Mechanism>();
public BiologicalSurgeryData(BodyPart parent) : base(parent) { }
public 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.
{
if (toolType == SurgeryType.VesselCompression)
return ClampVesselsSurgery;
else if (toolType == SurgeryType.Cauterization)
return CautizerizeIncisionSurgery;
}
else if (!_skinRetracted) //Case: skin is opened and clamped, but not retracted.
{
if (toolType == SurgeryType.Retraction)
return RetractSkinSurgery;
else if (toolType == SurgeryType.Cauterization)
return CautizerizeIncisionSurgery;
}
else //Case: skin is fully open.
{
if (_parent.Mechanisms.Count > 0 && toolType == SurgeryType.VesselCompression && (_disconnectedOrgans.Except(_parent.Mechanisms).Count() != 0 || _parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0))
return LoosenOrganSurgery;
else if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
return RemoveOrganSurgery;
else if (toolType == SurgeryType.Cauterization)
return CautizerizeIncisionSurgery;
}
return null;
}
public override string GetDescription(IEntity target)
{
string 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 (Mechanism mechanism in _disconnectedOrgans)
{
toReturn += Loc.GetString("{0:their} {1} is loose.\n", target, mechanism.Name);
}
}
return toReturn;
}
public override bool CanInstallMechanism(Mechanism toBeInstalled)
{
return _skinOpened && _vesselsClamped && _skinRetracted;
}
public override bool CanAttachBodyPart(BodyPart toBeConnected)
{
return true;
//TODO: if a bodypart is disconnected, you should have to do some surgery to allow another bodypart to be attached.
}
protected void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Cut open the skin..."));
//Delay?
_skinOpened = true;
}
protected void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Clamp the vessels..."));
//Delay?
_vesselsClamped = true;
}
protected void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Retract the skin..."));
//Delay?
_skinRetracted = true;
}
protected void CautizerizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Cauterize the incision..."));
//Delay?
_skinOpened = false;
_vesselsClamped = false;
_skinRetracted = false;
}
protected void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (_parent.Mechanisms.Count <= 0)
return;
List<Mechanism> toSend = new List<Mechanism>();
foreach (Mechanism mechanism in _parent.Mechanisms)
{
if (!_disconnectedOrgans.Contains(mechanism))
toSend.Add(mechanism);
}
if (toSend.Count > 0)
surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
}
public void LoosenOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (target != null && _parent.Mechanisms.Contains(target))
{
performer.PopupMessage(performer, Loc.GetString("Loosen the organ..."));
//Delay?
_disconnectedOrgans.Add(target);
}
}
protected 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);
}
public void RemoveOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (target != null && _parent.Mechanisms.Contains(target))
{
performer.PopupMessage(performer, Loc.GetString("Remove the organ..."));
//Delay?
_parent.DropMechanism(performer, target);
_disconnectedOrgans.Remove(target);
}
}
protected void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (!(container is BodyManagerComponent)) //This surgery requires a DroppedBodyPartComponent.
return;
BodyManagerComponent bmTarget = (BodyManagerComponent) container;
performer.PopupMessage(performer, Loc.GetString("Saw off the limb!"));
//Delay?
bmTarget.DisconnectBodyPart(_parent, true);
}
}
}