Add do after to surgery (#2756)

* Cleanup surgery classes

* Add DoAfter to surgery

* Consolidate doafter, break on user and target move

* Ignore biological surgery data component on the client

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Use a stringbuilder  for surgery descriptions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
DrSmugleaf
2020-12-17 14:21:43 +01:00
committed by GitHub
parent a1d9248613
commit 4e0f52bbaf
6 changed files with 390 additions and 295 deletions

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#nullable enable
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Content.Server.GameObjects.EntitySystems.DoAfter;
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 Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using static Content.Shared.GameObjects.Components.Body.Surgery.ISurgeryData;
namespace Content.Server.GameObjects.Components.Body.Surgery
{
/// <summary>
/// Data class representing the surgery state of a biological entity.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(ISurgeryData))]
public class BiologicalSurgeryDataComponent : Component, ISurgeryData
{
public override string Name => "BiologicalSurgeryData";
private readonly HashSet<IMechanism> _disconnectedOrgans = new();
private bool SkinOpened { get; set; }
private bool SkinRetracted { get; set; }
private bool VesselsClamped { get; set; }
public IBodyPart? Parent => Owner.GetComponentOrNull<IBodyPart>();
public BodyPartType? ParentType => Parent?.PartType;
private void AddDisconnectedOrgan(IMechanism mechanism)
{
if (_disconnectedOrgans.Add(mechanism))
{
Dirty();
}
}
private void RemoveDisconnectedOrgan(IMechanism mechanism)
{
if (_disconnectedOrgans.Remove(mechanism))
{
Dirty();
}
}
private async Task<bool> SurgeryDoAfter(IEntity performer)
{
if (!performer.HasComponent<DoAfterComponent>())
{
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var target = Parent?.Body?.Owner ?? Owner;
var args = new DoAfterEventArgs(performer, 3, target: target)
{
BreakOnUserMove = true,
BreakOnTargetMove = true
};
return await doAfterSystem.DoAfter(args) == DoAfterStatus.Finished;
}
private bool HasIncisionNotClamped()
{
return SkinOpened && !VesselsClamped;
}
private bool HasClampedIncisionNotRetracted()
{
return SkinOpened && VesselsClamped && !SkinRetracted;
}
private bool HasFullyOpenIncision()
{
return SkinOpened && VesselsClamped && SkinRetracted;
}
public string GetDescription()
{
if (Parent == null)
{
return string.Empty;
}
var toReturn = new StringBuilder();
if (HasIncisionNotClamped())
{
toReturn.Append(Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.",
Owner, Parent.Name));
}
else if (HasClampedIncisionNotRetracted())
{
toReturn.AppendLine(Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.",
Owner, Parent.Name));
}
else if (HasFullyOpenIncision())
{
toReturn.AppendLine(Loc.GetString("There is an incision on {0:their} {1}.\n", Owner, Parent.Name));
foreach (var mechanism in _disconnectedOrgans)
{
toReturn.AppendLine(Loc.GetString("{0:their} {1} is loose.", Owner, mechanism.Name));
}
}
return toReturn.ToString();
}
public bool CanAddMechanism(IMechanism mechanism)
{
return Parent != null &&
SkinOpened &&
VesselsClamped &&
SkinRetracted;
}
public bool CanAttachBodyPart(IBodyPart part)
{
return Parent != null;
// TODO BODY if a part is disconnected, you should have to do some surgery to allow another body part to be attached.
}
public SurgeryAction? GetSurgeryStep(SurgeryType toolType)
{
if (Parent == null)
{
return null;
}
if (toolType == SurgeryType.Amputation)
{
return RemoveBodyPartSurgery;
}
if (!SkinOpened)
{
// Case: skin is normal.
if (toolType == SurgeryType.Incision)
{
return OpenSkinSurgery;
}
}
else if (!VesselsClamped)
{
// Case: skin is opened, but not clamped.
switch (toolType)
{
case SurgeryType.VesselCompression:
return ClampVesselsSurgery;
case SurgeryType.Cauterization:
return CauterizeIncisionSurgery;
}
}
else if (!SkinRetracted)
{
// Case: skin is opened and clamped, but not retracted.
switch (toolType)
{
case SurgeryType.Retraction:
return RetractSkinSurgery;
case SurgeryType.Cauterization:
return CauterizeIncisionSurgery;
}
}
else
{
// Case: skin is fully open.
if (Parent.Mechanisms.Count > 0 &&
toolType == SurgeryType.VesselCompression)
{
if (_disconnectedOrgans.Except(Parent.Mechanisms).Count() != 0 ||
Parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0)
{
return LoosenOrganSurgery;
}
}
if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
{
return RemoveOrganSurgery;
}
if (toolType == SurgeryType.Cauterization)
{
return CauterizeIncisionSurgery;
}
}
return null;
}
public bool CheckSurgery(SurgeryType toolType)
{
return GetSurgeryStep(toolType) != null;
}
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;
}
private async void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null)
{
return;
}
performer.PopupMessage(Loc.GetString("Cut open the skin..."));
if (await SurgeryDoAfter(performer))
{
SkinOpened = true;
}
}
private async void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
performer.PopupMessage(Loc.GetString("Clamp the vessels..."));
if (await SurgeryDoAfter(performer))
{
VesselsClamped = true;
}
}
private async void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
performer.PopupMessage(Loc.GetString("Retracting the skin..."));
if (await SurgeryDoAfter(performer))
{
SkinRetracted = true;
}
}
private async void CauterizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
performer.PopupMessage(Loc.GetString("Cauterizing the incision..."));
if (await SurgeryDoAfter(performer))
{
SkinOpened = false;
VesselsClamped = false;
SkinRetracted = false;
}
}
private void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
if (Parent.Mechanisms.Count <= 0) return;
var toSend = new List<IMechanism>();
foreach (var mechanism in Parent.Mechanisms)
{
if (!_disconnectedOrgans.Contains(mechanism))
{
toSend.Add(mechanism);
}
}
if (toSend.Count > 0)
{
surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
}
}
private async void LoosenOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer)
{
if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
{
return;
}
performer.PopupMessage(Loc.GetString("Loosening the organ..."));
if (!performer.HasComponent<DoAfterComponent>())
{
AddDisconnectedOrgan(target);
return;
}
if (await SurgeryDoAfter(performer))
{
AddDisconnectedOrgan(target);
}
}
private void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
if (_disconnectedOrgans.Count <= 0)
{
return;
}
if (_disconnectedOrgans.Count == 1)
{
RemoveOrganSurgeryCallback(_disconnectedOrgans.First(), container, surgeon, performer);
}
else
{
surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
}
}
private async void RemoveOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer)
{
if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
{
return;
}
performer.PopupMessage(Loc.GetString("Removing the organ..."));
if (!performer.HasComponent<DoAfterComponent>())
{
Parent.RemoveMechanism(target, performer.Transform.Coordinates);
RemoveDisconnectedOrgan(target);
return;
}
if (await SurgeryDoAfter(performer))
{
Parent.RemoveMechanism(target, performer.Transform.Coordinates);
RemoveDisconnectedOrgan(target);
}
}
private async void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
if (container is not IBody body) return;
performer.PopupMessage(Loc.GetString("Sawing off the limb!"));
if (await SurgeryDoAfter(performer))
{
body.RemovePart(Parent);
}
}
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.Utility;
using Content.Shared.GameObjects;
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.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body.Surgery
{
/// <summary>
/// Server-side component representing a generic tool capable of performing surgery.
/// For instance, the scalpel.
/// </summary>
[RegisterComponent]
public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract
{
public override string Name => "SurgeryTool";
public override uint? NetID => ContentNetIDs.SURGERY;
private readonly Dictionary<int, object> _optionsCache = new();
private float _baseOperateTime;
private IBody? _bodyCache;
private ISurgeon.MechanismRequestCallback? _callbackCache;
private int _idHash;
private IEntity? _performerCache;
private SurgeryType _surgeryType;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return;
}
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
CloseAllSurgeryUIs();
_optionsCache.Clear();
_performerCache = null;
_bodyCache = null;
_callbackCache = null;
// Attempt surgery on a body by sending a list of operable parts for the client to choose from
if (eventArgs.Target.TryGetComponent(out 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.SurgeryCheck(_surgeryType))
{
_optionsCache.Add(_idHash, value);
toSend.Add(key + ": " + value.Name, _idHash++);
}
}
if (_optionsCache.Count > 0)
{
OpenSurgeryUI(actor.playerSession);
UpdateSurgeryUIBodyPartRequest(actor.playerSession, toSend);
_performerCache = eventArgs.User; // Also, cache the data.
_bodyCache = body;
}
else // If surgery cannot be performed, show message saying so.
{
NotUsefulPopup();
}
}
else if (eventArgs.Target.TryGetComponent<IBodyPart>(out var part))
{
// Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI
_performerCache = eventArgs.User;
// If surgery can be performed...
if (!part.SurgeryCheck(_surgeryType))
{
NotUsefulPopup();
return;
}
// ...do the surgery.
if (part.AttemptSurgery(_surgeryType, part, this,
eventArgs.User))
{
return;
}
// Log error if the surgery fails somehow.
Logger.Debug($"Error when trying to perform surgery on ${nameof(IBodyPart)} {eventArgs.User.Name}");
throw new InvalidOperationException();
}
}
public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; }
public void RequestMechanism(IEnumerable<IMechanism> options, ISurgeon.MechanismRequestCallback callback)
{
var toSend = new Dictionary<string, int>();
foreach (var mechanism in options)
{
_optionsCache.Add(_idHash, mechanism);
toSend.Add(mechanism.Name, _idHash++);
}
if (_optionsCache.Count > 0 && _performerCache != null)
{
OpenSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
UpdateSurgeryUIMechanismRequest(_performerCache.GetComponent<BasicActorComponent>().playerSession,
toSend);
_callbackCache = callback;
}
else
{
Logger.Debug("Error on callback from mechanisms: there were no viable options to choose from!");
throw new InvalidOperationException();
}
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
}
// TODO BODY add checks to close UI if user walks too far away from tool or target.
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 UpdateSurgeryUIMechanismRequest(IPlayerSession session, Dictionary<string, int> options)
{
UserInterface?.SendMessage(new RequestMechanismSurgeryUIMessage(options), session);
}
private void CloseSurgeryUI(IPlayerSession session)
{
UserInterface?.Close(session);
}
private void CloseAllSurgeryUIs()
{
UserInterface?.CloseAll();
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
{
switch (message.Message)
{
case ReceiveBodyPartSurgeryUIMessage msg:
HandleReceiveBodyPart(msg.SelectedOptionId);
break;
case ReceiveMechanismSurgeryUIMessage msg:
HandleReceiveMechanism(msg.SelectedOptionId);
break;
}
}
/// <summary>
/// Called after the client chooses from a list of possible
/// <see cref="IBodyPart"/> that can be operated on.
/// </summary>
private void HandleReceiveBodyPart(int key)
{
if (_performerCache == null ||
!_performerCache.TryGetComponent(out IActorComponent? actor))
{
return;
}
CloseSurgeryUI(actor.playerSession);
// 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 == null)
{
NotUsefulAnymorePopup();
return;
}
var target = (IBodyPart) targetObject!;
// TODO BODY Reconsider
if (!target.AttemptSurgery(_surgeryType, _bodyCache, this, _performerCache))
{
NotUsefulAnymorePopup();
}
}
/// <summary>
/// Called after the client chooses from a list of possible
/// <see cref="IMechanism"/> to choose from.
/// </summary>
private void HandleReceiveMechanism(int key)
{
// 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) ||
_performerCache == null ||
!_performerCache.TryGetComponent(out IActorComponent? actor))
{
NotUsefulAnymorePopup();
return;
}
var target = targetObject as MechanismComponent;
CloseSurgeryUI(actor.playerSession);
_callbackCache?.Invoke(target, _bodyCache, this, _performerCache);
}
private void NotUsefulPopup()
{
_bodyCache?.Owner.PopupMessage(_performerCache,
Loc.GetString("You see no useful way to use {0:theName}.", Owner));
}
private void NotUsefulAnymorePopup()
{
_bodyCache?.Owner.PopupMessage(_performerCache,
Loc.GetString("You see no useful way to use {0:theName} anymore.", Owner));
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _surgeryType, "surgeryType", SurgeryType.Incision);
serializer.DataField(ref _baseOperateTime, "baseOperateTime", 5);
}
}
}