* Remove wireless surgery * Change surgery window title to Surgery * Remove todo * Check only tools with a window open
281 lines
9.8 KiB
C#
281 lines
9.8 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.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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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.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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private float _baseOperateTime;
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private ISurgeon.MechanismRequestCallback? _callbackCache;
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private int _idHash;
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private SurgeryType _surgeryType;
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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 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;
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}
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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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;
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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;
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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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}
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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 ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _surgeryType, "surgeryType", SurgeryType.Incision);
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serializer.DataField(ref _baseOperateTime, "baseOperateTime", 5);
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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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