Files
tbd-station-14/Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.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

222 lines
7.4 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
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.Interfaces.GameObjects;
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 Dictionary<int, object>();
private IBody? _owningBodyCache;
private int _idHash;
private IEntity? _surgeonCache;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
protected override void OnAddMechanism(IMechanism mechanism)
{
base.OnAddMechanism(mechanism);
if (mechanism.Owner.TryGetComponent(out SpriteComponent? sprite))
{
sprite.Visible = false;
}
}
protected override void OnRemoveMechanism(IMechanism mechanism)
{
base.OnRemoveMechanism(mechanism);
if (mechanism.Owner.TryGetComponent(out SpriteComponent? sprite))
{
sprite.Visible = true;
}
}
public override void Initialize()
{
base.Initialize();
// 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();
}
}
public void AfterInteract(AfterInteractEventArgs eventArgs)
{
// TODO BODY
if (eventArgs.Target == null)
{
return;
}
CloseAllSurgeryUIs();
_optionsCache.Clear();
_surgeonCache = null;
_owningBodyCache = null;
if (eventArgs.Target.TryGetBody(out var 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;
}
}
}
}