* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
272 lines
10 KiB
C#
272 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Body;
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using Content.Server.Body.Mechanisms;
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using Content.Server.Body.Surgery;
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using Content.Shared.Body.Surgery;
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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.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.IoC;
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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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namespace Content.Server.GameObjects.Components.Body
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{
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// TODO: add checks to close UI if user walks too far away from tool or target.
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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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#pragma warning disable 649
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[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager;
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#pragma warning restore 649
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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 Dictionary<int, object>();
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private float _baseOperateTime;
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private BodyManagerComponent _bodyManagerComponentCache;
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private ISurgeon.MechanismRequestCallback _callbackCache;
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private int _idHash;
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private IEntity _performerCache;
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private SurgeryType _surgeryType;
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private BoundUserInterface _userInterface;
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void 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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_optionsCache.Clear();
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_performerCache = null;
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_bodyManagerComponentCache = null;
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_callbackCache = null;
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// Attempt surgery on a BodyManagerComponent by sending a list of operable BodyParts to the client to choose from
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if (eventArgs.Target.TryGetComponent(out BodyManagerComponent 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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_bodyManagerComponentCache = 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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SendNoUsefulWayToUsePopup();
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}
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}
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else if (eventArgs.Target.TryGetComponent<DroppedBodyPartComponent>(out var droppedBodyPart))
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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 (droppedBodyPart.ContainedBodyPart == null)
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{
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// Throw error if the DroppedBodyPart has no data in it.
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Logger.Debug(
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"Surgery was attempted on an IEntity with a DroppedBodyPartComponent that doesn't have a BodyPart in it!");
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throw new InvalidOperationException("A DroppedBodyPartComponent exists without a BodyPart in it!");
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}
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// If surgery can be performed...
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if (!droppedBodyPart.ContainedBodyPart.SurgeryCheck(_surgeryType))
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{
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SendNoUsefulWayToUsePopup();
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return;
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}
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//...do the surgery.
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if (droppedBodyPart.ContainedBodyPart.AttemptSurgery(_surgeryType, droppedBodyPart, 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(BodyPart)} {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<Mechanism> 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)
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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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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
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.GetBoundUserInterface(GenericSurgeryUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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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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}
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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 CloseSurgeryUI(IPlayerSession session)
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{
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_userInterface.Close(session);
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}
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private void CloseAllSurgeryUIs()
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{
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_userInterface.CloseAll();
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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="BodyPart"/> 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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CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().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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{
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SendNoUsefulWayToUseAnymorePopup();
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}
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var target = targetObject as BodyPart;
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if (!target.AttemptSurgery(_surgeryType, _bodyManagerComponentCache, this, _performerCache))
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{
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SendNoUsefulWayToUseAnymorePopup();
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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="Mechanism"/> 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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{
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SendNoUsefulWayToUseAnymorePopup();
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}
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var target = targetObject as Mechanism;
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CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
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_callbackCache(target, _bodyManagerComponentCache, this, _performerCache);
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}
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private void SendNoUsefulWayToUsePopup()
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{
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_sharedNotifyManager.PopupMessage(
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_bodyManagerComponentCache.Owner,
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_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 SendNoUsefulWayToUseAnymorePopup()
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{
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_sharedNotifyManager.PopupMessage(
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_bodyManagerComponentCache.Owner,
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_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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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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}
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}
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