Update documentation for body system code (#2556)
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@@ -94,7 +94,7 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
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return null;
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}
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public override string GetDescription(IEntity target)
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public override string GetDescription()
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{
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if (Parent == null)
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{
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@@ -107,21 +107,21 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
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{
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// Case: skin is opened, but not clamped.
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n",
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target, Parent.Name);
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Owner, Parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && !_skinRetracted)
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{
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// Case: skin is opened and clamped, but not retracted.
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n",
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target, Parent.Name);
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Owner, Parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && _skinRetracted)
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{
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// Case: skin is fully open.
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toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", target, Parent.Name);
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toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", Owner, Parent.Name);
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foreach (var mechanism in _disconnectedOrgans)
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{
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toReturn += Loc.GetString("{0:their} {1} is loose.\n", target, mechanism.Name);
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toReturn += Loc.GetString("{0:their} {1} is loose.\n", Owner, mechanism.Name);
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}
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}
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@@ -6,9 +6,8 @@ using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// Interface representing an entity capable of performing surgery (performing operations on an
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/// <see cref="SurgeryDataComponent"/> class).
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/// For an example see <see cref="SurgeryToolComponent"/>, which inherits from this class.
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/// Interface representing an entity capable of performing surgery,
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/// such as a circular saw.
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/// </summary>
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public interface ISurgeon
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{
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@@ -19,15 +18,16 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
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IEntity performer);
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/// <summary>
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/// How long it takes to perform a single surgery step (in seconds).
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/// How long it takes to perform a single surgery step in seconds.
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/// </summary>
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public float BaseOperationTime { get; set; }
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/// <summary>
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/// When performing a surgery, the <see cref="SurgeryDataComponent"/> may sometimes require selecting from a set of Mechanisms
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/// to operate on.
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/// This function is called in that scenario, and it is expected that you call the callback with one mechanism from the
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/// provided list.
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/// When performing a surgery, the <see cref="SurgeryDataComponent"/>
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/// may sometimes require selecting from a set of
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/// <see cref="IMechanism"/>s to operate on.
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/// This function is called in that scenario, and it is expected that you call
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/// the callback with one <see cref="IMechanism"/> from the provided list.
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/// </summary>
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public void RequestMechanism(IEnumerable<IMechanism> options, MechanismRequestCallback callback);
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}
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@@ -3,14 +3,11 @@ using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// This data class represents the state of a <see cref="IBodyPart"/> in
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/// regards to everything surgery related - whether there's an incision on
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/// it, whether the bone is broken, etc.
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/// Represents the current surgery state of a <see cref="IBodyPart"/>.
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/// </summary>
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public abstract class SurgeryDataComponent : Component
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{
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@@ -29,10 +26,10 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
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protected BodyPartType? ParentType => Parent?.PartType;
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/// <summary>
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/// Returns the description of this current <see cref="IBodyPart"/> to
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/// be shown upon observing the given entity.
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/// Returns a description of this entity.
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/// </summary>
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public abstract string GetDescription(IEntity target);
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/// <returns>The description shown upon observing this entity.</returns>
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public abstract string GetDescription();
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/// <summary>
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/// Returns whether a <see cref="IMechanism"/> can be added into the
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@@ -4,8 +4,9 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Surgery
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{
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/// <summary>
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/// Defines a surgery operation that can be performed.
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/// Types of surgery operations that can be performed.
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/// </summary>
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// TODO BODY Move this to YAML?
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[Serializable, NetSerializable]
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public enum SurgeryType
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{
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