Files
tbd-station-14/Content.Server/GameObjects/Components/Body/MechanismComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

182 lines
6.0 KiB
C#

#nullable enable
using System.Collections.Generic;
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.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
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.Localization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body
{
[RegisterComponent]
[ComponentReference(typeof(SharedMechanismComponent))]
[ComponentReference(typeof(IMechanism))]
public class MechanismComponent : SharedMechanismComponent, IAfterInteract
{
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += OnUIMessage;
}
}
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return;
}
CloseAllSurgeryUIs();
OptionsCache.Clear();
PerformerCache = null;
BodyCache = null;
if (eventArgs.Target.TryGetBody(out var body))
{
SendBodyPartListToUser(eventArgs, body);
}
else if (eventArgs.Target.TryGetComponent<IBodyPart>(out var part))
{
DebugTools.AssertNotNull(part);
if (!part.TryAddMechanism(this))
{
eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("You can't fit it in!"));
}
}
}
private void SendBodyPartListToUser(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>();
foreach (var (key, value) in body.Parts)
{
// For each limb in the target, add it to our cache if it is a valid option.
if (value.CanAddMechanism(this))
{
OptionsCache.Add(IdHash, value);
toSend.Add(key + ": " + value.Name, IdHash++);
}
}
if (OptionsCache.Count > 0 &&
eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
OpenSurgeryUI(actor.playerSession);
UpdateSurgeryUIBodyPartRequest(actor.playerSession, toSend);
PerformerCache = eventArgs.User;
BodyCache = body;
}
else // If surgery cannot be performed, show message saying so.
{
eventArgs.Target.PopupMessage(eventArgs.User,
Loc.GetString("You see no way to install the {0}.", Owner.Name));
}
}
/// <summary>
/// Called after the client chooses from a list of possible BodyParts that can be operated on.
/// </summary>
private void HandleReceiveBodyPart(int key)
{
if (PerformerCache == null ||
!PerformerCache.TryGetComponent(out IActorComponent? actor))
{
return;
}
CloseSurgeryUI(actor.playerSession);
if (BodyCache == 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))
{
BodyCache.Owner.PopupMessage(PerformerCache,
Loc.GetString("You see no useful way to use the {0} anymore.", Owner.Name));
return;
}
var target = (IBodyPart) targetObject;
var message = target.TryAddMechanism(this)
? Loc.GetString("You jam {0:theName} inside {1:them}.", Owner, PerformerCache)
: Loc.GetString("You can't fit it in!");
BodyCache.Owner.PopupMessage(PerformerCache, message);
// TODO: {1:theName}
}
private void OpenSurgeryUI(IPlayerSession session)
{
UserInterface?.Open(session);
}
private void UpdateSurgeryUIBodyPartRequest(IPlayerSession session, Dictionary<string, int> options)
{
UserInterface?.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session);
}
private void CloseSurgeryUI(IPlayerSession session)
{
UserInterface?.Close(session);
}
private void CloseAllSurgeryUIs()
{
UserInterface?.CloseAll();
}
private void OnUIMessage(ServerBoundUserInterfaceMessage message)
{
switch (message.Message)
{
case ReceiveBodyPartSurgeryUIMessage msg:
HandleReceiveBodyPart(msg.SelectedOptionId);
break;
}
}
protected override void OnPartAdd(IBodyPart? old, IBodyPart current)
{
base.OnPartAdd(old, current);
if (Owner.TryGetComponent(out SpriteComponent? sprite))
{
sprite.Visible = false;
}
}
protected override void OnPartRemove(IBodyPart old)
{
base.OnPartRemove(old);
if (Owner.TryGetComponent(out SpriteComponent? sprite))
{
sprite.Visible = true;
}
}
}
}