Files
tbd-station-14/Content.Server/GameObjects/Components/Body/DroppedBodyPartComponent.cs
DrSmugleaf b9196d0a10 Add a test that puts all components on an entity and checks for no exceptions (#1815)
* Add test that puts all components on an entity and checks for no exceptions

Also fix all the exceptions that happened because of this

* Add comments to the test

* Fix nullable errors

* Fix more nullable errors

* More nullable error fixes

* Unignore basic actor component

* Fix more nullable errors

* NULLABLE ERROR

* Add string interpolation

* Merge if checks

* Remove redundant pragma warning disable 649

* Address reviews

* Remove null wrappers around TryGetComponent

* Merge conflict fixes

* APC battery component error fix

* Fix power test

* Fix atmos mapgrid usages
2020-08-22 22:29:20 +02:00

207 lines
7.3 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Server.Body;
using Content.Shared.Body.Surgery;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body
{
/// <summary>
/// Component representing a dropped, tangible <see cref="BodyPart"/> entity.
/// </summary>
[RegisterComponent]
public class DroppedBodyPartComponent : Component, IAfterInteract, IBodyPartContainer
{
[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager = default!;
private readonly Dictionary<int, object> _optionsCache = new Dictionary<int, object>();
private BodyManagerComponent? _bodyManagerComponentCache;
private int _idHash;
private IEntity? _performerCache;
public sealed override string Name => "DroppedBodyPart";
[ViewVariables] public BodyPart ContainedBodyPart { get; private set; } = default!;
[ViewVariables]
private BoundUserInterface? UserInterface =>
Owner.TryGetComponent(out ServerUserInterfaceComponent? ui) &&
ui.TryGetBoundUserInterface(GenericSurgeryUiKey.Key, out var boundUi)
? boundUi
: null;
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return;
}
CloseAllSurgeryUIs();
_optionsCache.Clear();
_performerCache = null;
_bodyManagerComponentCache = null;
if (eventArgs.Target.TryGetComponent(out BodyManagerComponent? bodyManager))
{
SendBodySlotListToUser(eventArgs, bodyManager);
}
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
}
public void TransferBodyPartData(BodyPart data)
{
ContainedBodyPart = data;
Owner.Name = Loc.GetString(ContainedBodyPart.Name);
if (Owner.TryGetComponent(out SpriteComponent? component))
{
component.LayerSetRSI(0, data.RSIPath);
component.LayerSetState(0, data.RSIState);
if (data.RSIColor.HasValue)
{
component.LayerSetColor(0, data.RSIColor.Value);
}
}
}
private void SendBodySlotListToUser(AfterInteractEventArgs eventArgs, BodyManagerComponent bodyManager)
{
// Create dictionary to send to client (text to be shown : data sent back if selected)
var toSend = new Dictionary<string, int>();
// Here we are trying to grab a list of all empty BodySlots adjacent to an existing BodyPart that can be
// attached to. i.e. an empty left hand slot, connected to an occupied left arm slot would be valid.
var unoccupiedSlots = bodyManager.AllSlots.ToList().Except(bodyManager.OccupiedSlots.ToList()).ToList();
foreach (var slot in unoccupiedSlots)
{
if (!bodyManager.TryGetSlotType(slot, out var typeResult) ||
typeResult != ContainedBodyPart?.PartType ||
!bodyManager.TryGetBodyPartConnections(slot, out var parts))
{
continue;
}
foreach (var connectedPart in parts)
{
if (!connectedPart.CanAttachBodyPart(ContainedBodyPart))
{
continue;
}
_optionsCache.Add(_idHash, slot);
toSend.Add(slot, _idHash++);
}
}
if (_optionsCache.Count > 0)
{
OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
UpdateSurgeryUIBodyPartSlotRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
toSend);
_performerCache = eventArgs.User;
_bodyManagerComponentCache = bodyManager;
}
else // If surgery cannot be performed, show message saying so.
{
_sharedNotifyManager.PopupMessage(eventArgs.Target, eventArgs.User,
Loc.GetString("You see no way to install {0:theName}.", Owner));
}
}
/// <summary>
/// Called after the client chooses from a list of possible BodyPartSlots to install the limb on.
/// </summary>
private void HandleReceiveBodyPartSlot(int key)
{
if (_performerCache == null ||
!_performerCache.TryGetComponent(out IActorComponent? actor))
{
return;
}
CloseSurgeryUI(actor.playerSession);
if (_bodyManagerComponentCache == null)
{
return;
}
// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
if (!_optionsCache.TryGetValue(key, out var targetObject))
{
_sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache,
Loc.GetString("You see no useful way to attach {0:theName} anymore.", Owner));
}
var target = (string) targetObject!;
string message;
if (_bodyManagerComponentCache.InstallDroppedBodyPart(this, target))
{
message = Loc.GetString("You attach {0:theName}.", ContainedBodyPart);
}
else
{
message = Loc.GetString("You can't attach it!");
}
_sharedNotifyManager.PopupMessage(
_bodyManagerComponentCache.Owner,
_performerCache,
message);
}
private void OpenSurgeryUI(IPlayerSession session)
{
UserInterface?.Open(session);
}
private void UpdateSurgeryUIBodyPartSlotRequest(IPlayerSession session, Dictionary<string, int> options)
{
UserInterface?.SendMessage(new RequestBodyPartSlotSurgeryUIMessage(options), session);
}
private void CloseSurgeryUI(IPlayerSession session)
{
UserInterface?.Close(session);
}
private void CloseAllSurgeryUIs()
{
UserInterface?.CloseAll();
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
{
switch (message.Message)
{
case ReceiveBodyPartSlotSurgeryUIMessage msg:
HandleReceiveBodyPartSlot(msg.SelectedOptionId);
break;
}
}
}
}