Files
tbd-station-14/Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs
2021-02-04 17:44:49 +01:00

279 lines
9.3 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Commands;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Body.Surgery;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
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.Log;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body.Part
{
[RegisterComponent]
[ComponentReference(typeof(SharedBodyPartComponent))]
[ComponentReference(typeof(IBodyPart))]
public class BodyPartComponent : SharedBodyPartComponent, IAfterInteract
{
private readonly Dictionary<int, object> _optionsCache = new();
private IBody? _owningBodyCache;
private int _idHash;
private IEntity? _surgeonCache;
private Container _mechanismContainer = default!;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
public override bool CanAddMechanism(IMechanism mechanism)
{
return base.CanAddMechanism(mechanism) &&
_mechanismContainer.CanInsert(mechanism.Owner);
}
protected override void OnAddMechanism(IMechanism mechanism)
{
base.OnAddMechanism(mechanism);
_mechanismContainer.Insert(mechanism.Owner);
}
protected override void OnRemoveMechanism(IMechanism mechanism)
{
base.OnRemoveMechanism(mechanism);
_mechanismContainer.Remove(mechanism.Owner);
mechanism.Owner.RandomOffset(0.25f);
}
public override void Initialize()
{
base.Initialize();
_mechanismContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-{nameof(BodyPartComponent)}", Owner);
// This is ran in Startup as entities spawned in Initialize
// are not synced to the client since they are assumed to be
// identical on it
foreach (var mechanismId in MechanismIds)
{
var entity = Owner.EntityManager.SpawnEntity(mechanismId, Owner.Transform.MapPosition);
if (!entity.TryGetComponent(out IMechanism? mechanism))
{
Logger.Error($"Entity {mechanismId} does not have a {nameof(IMechanism)} component.");
continue;
}
TryAddMechanism(mechanism, true);
}
}
protected override void Startup()
{
base.Startup();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += OnUIMessage;
}
foreach (var mechanism in Mechanisms)
{
mechanism.Dirty();
}
}
async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
// TODO BODY
if (eventArgs.Target == null)
{
return;
}
CloseAllSurgeryUIs();
_optionsCache.Clear();
_surgeonCache = null;
_owningBodyCache = null;
if (eventArgs.Target.TryGetComponent(out IBody? body))
{
SendSlots(eventArgs, body);
}
}
private void SendSlots(AfterInteractEventArgs eventArgs, IBody body)
{
// 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 = body.Slots.Keys.ToList().Except(body.Parts.Keys.ToList()).ToList();
foreach (var slot in unoccupiedSlots)
{
if (!body.TryGetSlotType(slot, out var typeResult) ||
typeResult != PartType ||
!body.TryGetPartConnections(slot, out var parts))
{
continue;
}
foreach (var connectedPart in parts)
{
if (!connectedPart.CanAttachPart(this))
{
continue;
}
_optionsCache.Add(_idHash, slot);
toSend.Add(slot, _idHash++);
}
}
if (_optionsCache.Count > 0)
{
OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
BodyPartSlotRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
toSend);
_surgeonCache = eventArgs.User;
_owningBodyCache = body;
}
else // If surgery cannot be performed, show message saying so.
{
eventArgs.Target.PopupMessage(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 ReceiveBodyPartSlot(int key)
{
if (_surgeonCache == null ||
!_surgeonCache.TryGetComponent(out IActorComponent? actor))
{
return;
}
CloseSurgeryUI(actor.playerSession);
if (_owningBodyCache == 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))
{
_owningBodyCache.Owner.PopupMessage(_surgeonCache,
Loc.GetString("You see no useful way to attach {0:theName} anymore.", Owner));
}
var target = (string) targetObject!;
var message = _owningBodyCache.TryAddPart(target, this)
? Loc.GetString("You attach {0:theName}.", Owner)
: Loc.GetString("You can't attach {0:theName}!", Owner);
_owningBodyCache.Owner.PopupMessage(_surgeonCache, message);
}
private void OpenSurgeryUI(IPlayerSession session)
{
UserInterface?.Open(session);
}
private void BodyPartSlotRequest(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 OnUIMessage(ServerBoundUserInterfaceMessage message)
{
switch (message.Message)
{
case ReceiveBodyPartSlotSurgeryUIMessage msg:
ReceiveBodyPartSlot(msg.SelectedOptionId);
break;
}
}
[Verb]
public class AttachBodyPartVerb : Verb<BodyPartComponent>
{
protected override void GetData(IEntity user, BodyPartComponent component, VerbData data)
{
data.Visibility = VerbVisibility.Invisible;
if (user == component.Owner)
{
return;
}
if (!user.TryGetComponent(out IActorComponent? actor))
{
return;
}
var groupController = IoCManager.Resolve<IConGroupController>();
if (!groupController.CanCommand(actor.playerSession, "attachbodypart"))
{
return;
}
if (!user.TryGetComponent(out IBody? body))
{
return;
}
if (body.HasPart(component))
{
return;
}
data.Visibility = VerbVisibility.Visible;
data.Text = Loc.GetString("Attach Body Part");
}
protected override void Activate(IEntity user, BodyPartComponent component)
{
if (!user.TryGetComponent(out IBody? body))
{
return;
}
body.TryAddPart($"{nameof(AttachBodyPartVerb)}-{component.Owner.Uid}", component, true);
}
}
}
}