Files
tbd-station-14/Content.Server/Body/Surgery/SurgeryData.cs
2020-09-02 01:16:13 +02:00

92 lines
3.6 KiB
C#

#nullable enable
using Content.Server.Body.Mechanisms;
using Content.Shared.GameObjects.Components.Body;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.Body.Surgery
{
/// <summary>
/// This data class represents the state of a <see cref="IBodyPart"/> in regards to everything surgery related -
/// whether there's an incision on it, whether the bone is broken, etc.
/// </summary>
public abstract class SurgeryData
{
protected delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
/// <summary>
/// The <see cref="IBodyPart"/> this surgeryData is attached to.
/// The <see cref="SurgeryData"/> class should not exist without a
/// <see cref="IBodyPart"/> that it represents, and will throw errors if it
/// is null.
/// </summary>
protected readonly IBodyPart Parent;
protected SurgeryData(IBodyPart parent)
{
Parent = parent;
}
/// <summary>
/// The <see cref="BodyPartType"/> of the parent <see cref="IBodyPart"/>.
/// </summary>
protected BodyPartType ParentType => Parent.PartType;
/// <summary>
/// Returns the description of this current <see cref="IBodyPart"/> to be shown
/// upon observing the given entity.
/// </summary>
public abstract string GetDescription(IEntity target);
/// <summary>
/// Returns whether a <see cref="IMechanism"/> can be installed into the
/// <see cref="IBodyPart"/> this <see cref="SurgeryData"/> represents.
/// </summary>
public abstract bool CanInstallMechanism(IMechanism mechanism);
/// <summary>
/// Returns whether the given <see cref="IBodyPart"/> can be connected to the
/// <see cref="IBodyPart"/> this <see cref="SurgeryData"/> represents.
/// </summary>
public abstract bool CanAttachBodyPart(IBodyPart part);
/// <summary>
/// Gets the delegate corresponding to the surgery step using the given
/// <see cref="SurgeryType"/>.
/// </summary>
/// <returns>
/// The corresponding surgery action or null if no step can be performed.
/// </returns>
protected abstract SurgeryAction? GetSurgeryStep(SurgeryType toolType);
/// <summary>
/// Returns whether the given <see cref="SurgeryType"/> can be used to perform a surgery on the BodyPart this
/// <see cref="SurgeryData"/> represents.
/// </summary>
public bool CheckSurgery(SurgeryType toolType)
{
return GetSurgeryStep(toolType) != null;
}
/// <summary>
/// Attempts to perform surgery of the given <see cref="SurgeryType"/>. Returns whether the operation was successful.
/// </summary>
/// <param name="surgeryType">The <see cref="SurgeryType"/> used for this surgery.</param>
/// <param name="container">The container where the surgery is being done.</param>
/// <param name="surgeon">The entity being used to perform the surgery.</param>
/// <param name="performer">The entity performing the surgery.</param>
public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer)
{
var step = GetSurgeryStep(surgeryType);
if (step == null)
{
return false;
}
step(container, surgeon, performer);
return true;
}
}
}