Files
tbd-station-14/Content.Server/Body/Mechanisms/Mechanism.cs
DrSmugleaf 74943a2770 Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00

201 lines
5.9 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.Body.Mechanisms.Behaviors;
using Content.Server.GameObjects.Components.Body;
using Content.Shared.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Server.Body.Mechanisms
{
/// <summary>
/// Data class representing a persistent item inside a <see cref="IBodyPart"/>.
/// This includes livers, eyes, cameras, brains, explosive implants,
/// binary communicators, and other things.
/// </summary>
public class Mechanism : IMechanism
{
private IBodyPart? _part;
public Mechanism(MechanismPrototype data)
{
Data = data;
Id = null!;
Name = null!;
Description = null!;
ExamineMessage = null!;
RSIPath = null!;
RSIState = null!;
_behaviors = new List<MechanismBehavior>();
}
[ViewVariables] private bool Initialized { get; set; }
[ViewVariables] private MechanismPrototype Data { get; set; }
[ViewVariables] public string Id { get; private set; }
[ViewVariables] public string Name { get; set; }
[ViewVariables] public string Description { get; set; }
[ViewVariables] public string ExamineMessage { get; set; }
[ViewVariables] public string RSIPath { get; set; }
[ViewVariables] public string RSIState { get; set; }
[ViewVariables] public int MaxDurability { get; set; }
[ViewVariables] public int CurrentDurability { get; set; }
[ViewVariables] public int DestroyThreshold { get; set; }
[ViewVariables] public int Resistance { get; set; }
[ViewVariables] public int Size { get; set; }
[ViewVariables] public BodyPartCompatibility Compatibility { get; set; }
private readonly List<MechanismBehavior> _behaviors;
[ViewVariables] public IReadOnlyList<MechanismBehavior> Behaviors => _behaviors;
public IBodyManagerComponent? Body => Part?.Body;
public IBodyPart? Part
{
get => _part;
set
{
var old = _part;
_part = value;
if (value == null && old != null)
{
foreach (var behavior in Behaviors)
{
behavior.RemovedFromPart(old);
}
}
else
{
foreach (var behavior in Behaviors)
{
behavior.InstalledIntoPart();
}
}
}
}
public void EnsureInitialize()
{
if (Initialized)
{
return;
}
LoadFromPrototype(Data);
Initialized = true;
}
/// <summary>
/// Loads the given <see cref="MechanismPrototype"/>.
/// Current data on this <see cref="Mechanism"/> will be overwritten!
/// </summary>
private void LoadFromPrototype(MechanismPrototype data)
{
Data = data;
Id = data.ID;
Name = data.Name;
Description = data.Description;
ExamineMessage = data.ExamineMessage;
RSIPath = data.RSIPath;
RSIState = data.RSIState;
MaxDurability = data.Durability;
CurrentDurability = MaxDurability;
DestroyThreshold = data.DestroyThreshold;
Resistance = data.Resistance;
Size = data.Size;
Compatibility = data.Compatibility;
foreach (var behavior in _behaviors.ToArray())
{
RemoveBehavior(behavior);
}
foreach (var mechanismBehaviorName in data.BehaviorClasses)
{
var mechanismBehaviorType = Type.GetType(mechanismBehaviorName);
if (mechanismBehaviorType == null)
{
throw new InvalidOperationException(
$"No {nameof(MechanismBehavior)} found with name {mechanismBehaviorName}");
}
if (!mechanismBehaviorType.IsSubclassOf(typeof(MechanismBehavior)))
{
throw new InvalidOperationException(
$"Class {mechanismBehaviorName} is not a subtype of {nameof(MechanismBehavior)} for mechanism prototype {data.ID}");
}
var newBehavior = IoCManager.Resolve<IDynamicTypeFactory>().CreateInstance<MechanismBehavior>(mechanismBehaviorType);
AddBehavior(newBehavior);
}
}
public void InstalledIntoBody()
{
foreach (var behavior in Behaviors)
{
behavior.InstalledIntoBody();
}
}
public void RemovedFromBody(IBodyManagerComponent old)
{
foreach (var behavior in Behaviors)
{
behavior.RemovedFromBody(old);
}
}
public void PreMetabolism(float frameTime)
{
foreach (var behavior in Behaviors)
{
behavior.PreMetabolism(frameTime);
}
}
public void PostMetabolism(float frameTime)
{
foreach (var behavior in Behaviors)
{
behavior.PostMetabolism(frameTime);
}
}
public void AddBehavior(MechanismBehavior behavior)
{
_behaviors.Add(behavior);
behavior.Initialize(this);
}
public bool RemoveBehavior(MechanismBehavior behavior)
{
if (_behaviors.Remove(behavior))
{
behavior.Remove();
return true;
}
return false;
}
}
}