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

View File

@@ -89,9 +89,8 @@ namespace Content.Shared.GameObjects.Components.Body.Part
[ViewVariables]
public BodyPartSymmetry Symmetry { get; private set; }
// TODO BODY
[ViewVariables]
public SurgeryDataComponent? SurgeryDataComponent => Owner.GetComponentOrNull<SurgeryDataComponent>();
public ISurgeryData? SurgeryDataComponent => Owner.GetComponentOrNull<ISurgeryData>();
protected virtual void OnAddMechanism(IMechanism mechanism)
{

View File

@@ -1,266 +0,0 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Interfaces;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
namespace Content.Shared.GameObjects.Components.Body.Surgery
{
/// <summary>
/// Data class representing the surgery state of a biological entity.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(SurgeryDataComponent))]
public class BiologicalSurgeryDataComponent : SurgeryDataComponent
{
public override string Name => "BiologicalSurgeryData";
private readonly List<IMechanism> _disconnectedOrgans = new();
private bool _skinOpened;
private bool _skinRetracted;
private bool _vesselsClamped;
protected override 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 override string GetDescription()
{
if (Parent == null)
{
return "";
}
var toReturn = "";
if (_skinOpened && !_vesselsClamped)
{
// Case: skin is opened, but not clamped.
toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n",
Owner, Parent.Name);
}
else if (_skinOpened && _vesselsClamped && !_skinRetracted)
{
// Case: skin is opened and clamped, but not retracted.
toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n",
Owner, Parent.Name);
}
else if (_skinOpened && _vesselsClamped && _skinRetracted)
{
// Case: skin is fully open.
toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", Owner, Parent.Name);
foreach (var mechanism in _disconnectedOrgans)
{
toReturn += Loc.GetString("{0:their} {1} is loose.\n", Owner, mechanism.Name);
}
}
return toReturn;
}
public override bool CanAddMechanism(IMechanism mechanism)
{
return Parent != null &&
_skinOpened &&
_vesselsClamped &&
_skinRetracted;
}
public override bool CanAttachBodyPart(IBodyPart part)
{
return Parent != null;
// TODO BODY if a part is disconnected, you should have to do some surgery to allow another bodypart to be attached.
}
private void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
performer.PopupMessage(Loc.GetString("Cut open the skin..."));
// TODO BODY do_after: Delay
_skinOpened = true;
}
private void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
performer.PopupMessage(Loc.GetString("Clamp the vessels..."));
// TODO BODY do_after: Delay
_vesselsClamped = true;
}
private void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
performer.PopupMessage(Loc.GetString("Retract the skin..."));
// TODO BODY do_after: Delay
_skinRetracted = true;
}
private void CauterizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
performer.PopupMessage(Loc.GetString("Cauterize the incision..."));
// TODO BODY do_after: Delay
_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 void LoosenOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer)
{
if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
{
return;
}
performer.PopupMessage(Loc.GetString("Loosen the organ..."));
// TODO BODY do_after: Delay
_disconnectedOrgans.Add(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[0], container, surgeon, performer);
}
else
{
surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
}
}
private void RemoveOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer)
{
if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
{
return;
}
performer.PopupMessage(Loc.GetString("Remove the organ..."));
// TODO BODY do_after: Delay
Parent.RemoveMechanism(target, performer.Transform.Coordinates);
_disconnectedOrgans.Remove(target);
}
private void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent == null) return;
if (container is not IBody body) return;
performer.PopupMessage(Loc.GetString("Saw off the limb!"));
// TODO BODY do_after: Delay
body.RemovePart(Parent);
}
}
}

View File

@@ -1,7 +1,6 @@
#nullable enable
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Surgery
@@ -9,41 +8,41 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
/// <summary>
/// Represents the current surgery state of a <see cref="IBodyPart"/>.
/// </summary>
public abstract class SurgeryDataComponent : Component
public interface ISurgeryData : IComponent
{
protected delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
public delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
/// <summary>
/// The <see cref="IBodyPart"/> this
/// <see cref="SurgeryDataComponent"/> is attached to.
/// <see cref="ISurgeryData"/> is attached to.
/// </summary>
protected IBodyPart? Parent => Owner.GetComponentOrNull<IBodyPart>();
public IBodyPart? Parent { get; }
/// <summary>
/// The <see cref="BodyPartType"/> of the parent
/// <see cref="IBodyPart"/>.
/// </summary>
protected BodyPartType? ParentType => Parent?.PartType;
public BodyPartType? ParentType { get; }
/// <summary>
/// Returns a description of this entity.
/// </summary>
/// <returns>The description shown upon observing this entity.</returns>
public abstract string GetDescription();
public string GetDescription();
/// <summary>
/// Returns whether a <see cref="IMechanism"/> can be added into the
/// <see cref="IBodyPart"/> this <see cref="SurgeryDataComponent"/>
/// <see cref="IBodyPart"/> this <see cref="ISurgeryData"/>
/// represents.
/// </summary>
public abstract bool CanAddMechanism(IMechanism mechanism);
public bool CanAddMechanism(IMechanism mechanism);
/// <summary>
/// Returns whether the given <see cref="IBodyPart"/> can be connected
/// to the <see cref="IBodyPart"/> this <see cref="SurgeryDataComponent"/>
/// to the <see cref="IBodyPart"/> this <see cref="ISurgeryData"/>
/// represents.
/// </summary>
public abstract bool CanAttachBodyPart(IBodyPart part);
public bool CanAttachBodyPart(IBodyPart part);
/// <summary>
/// Gets the delegate corresponding to the surgery step using the given
@@ -53,12 +52,12 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
/// The corresponding surgery action or null if no step can be
/// performed.
/// </returns>
protected abstract SurgeryAction? GetSurgeryStep(SurgeryType toolType);
public SurgeryAction? GetSurgeryStep(SurgeryType toolType);
/// <summary>
/// Returns whether the given <see cref="SurgeryType"/> can be used to
/// perform a surgery on the <see cref="IBodyPart"/> this
/// <see cref="SurgeryDataComponent"/> represents.
/// <see cref="ISurgeryData"/> represents.
/// </summary>
public bool CheckSurgery(SurgeryType toolType)
{
@@ -80,17 +79,6 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
/// <param name="performer">The entity performing the surgery.</param>
/// <returns>True if successful, false otherwise.</returns>
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;
}
IEntity performer);
}
}