Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
This commit is contained in:
1015
Content.Server/GameObjects/Components/Body/BodyManagerComponent.cs
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1015
Content.Server/GameObjects/Components/Body/BodyManagerComponent.cs
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@@ -0,0 +1,73 @@
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using System.Collections.Generic;
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using Content.Server.Body;
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using Content.Shared.Body.Scanner;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Body
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class BodyScannerComponent : Component, IActivate
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{
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private BoundUserInterface _userInterface;
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public sealed override string Name => "BodyScanner";
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor) ||
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actor.playerSession.AttachedEntity == null)
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{
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return;
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}
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if (actor.playerSession.AttachedEntity.TryGetComponent(out BodyManagerComponent attempt))
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{
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var state = InterfaceState(attempt.Template, attempt.Parts);
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_userInterface.SetState(state);
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}
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_userInterface.Open(actor.playerSession);
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}
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
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.GetBoundUserInterface(BodyScannerUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg) { }
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/// <summary>
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/// Copy BodyTemplate and BodyPart data into a common data class that the client can read.
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/// </summary>
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private BodyScannerInterfaceState InterfaceState(BodyTemplate template, IReadOnlyDictionary<string, BodyPart> bodyParts)
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{
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var partsData = new Dictionary<string, BodyScannerBodyPartData>();
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foreach (var (slotName, part) in bodyParts)
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{
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var mechanismData = new List<BodyScannerMechanismData>();
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foreach (var mechanism in part.Mechanisms)
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{
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mechanismData.Add(new BodyScannerMechanismData(mechanism.Name, mechanism.Description,
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mechanism.RSIPath,
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mechanism.RSIState, mechanism.MaxDurability, mechanism.CurrentDurability));
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}
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partsData.Add(slotName,
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new BodyScannerBodyPartData(part.Name, part.RSIPath, part.RSIState, part.MaxDurability,
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part.CurrentDurability, mechanismData));
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}
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var templateData = new BodyScannerTemplateData(template.Name, template.Slots);
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return new BodyScannerInterfaceState(partsData, templateData);
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}
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}
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}
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@@ -0,0 +1,83 @@
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Metabolism;
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using Content.Server.Interfaces;
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using Content.Shared.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Circulatory
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{
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[RegisterComponent]
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public class BloodstreamComponent : Component, IGasMixtureHolder
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{
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public override string Name => "Bloodstream";
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/// <summary>
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/// Max volume of internal solution storage
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/// </summary>
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[ViewVariables] private ReagentUnit _initialMaxVolume;
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/// <summary>
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/// Internal solution for reagent storage
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/// </summary>
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[ViewVariables] private SolutionComponent _internalSolution;
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/// <summary>
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/// Empty volume of internal solution
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/// </summary>
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[ViewVariables] public ReagentUnit EmptyVolume => _internalSolution.EmptyVolume;
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[ViewVariables] public GasMixture Air { get; set; } = new GasMixture(6);
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[ViewVariables] public SolutionComponent Solution => _internalSolution;
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public override void Initialize()
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{
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base.Initialize();
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_internalSolution = Owner.EnsureComponent<SolutionComponent>();
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_internalSolution.MaxVolume = _initialMaxVolume;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _initialMaxVolume, "maxVolume", ReagentUnit.New(250));
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}
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/// <summary>
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/// Attempt to transfer provided solution to internal solution.
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/// Only supports complete transfers
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/// </summary>
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/// <param name="solution">Solution to be transferred</param>
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/// <returns>Whether or not transfer was a success</returns>
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public bool TryTransferSolution(Solution solution)
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{
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// For now doesn't support partial transfers
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if (solution.TotalVolume + _internalSolution.CurrentVolume > _internalSolution.MaxVolume)
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{
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return false;
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}
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_internalSolution.TryAddSolution(solution, false, true);
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return true;
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}
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public void PumpToxins(GasMixture into, float pressure)
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{
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if (!Owner.TryGetComponent(out MetabolismComponent metabolism))
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{
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Air.PumpGasTo(into, pressure);
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return;
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}
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var toxins = metabolism.Clean(this);
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toxins.PumpGasTo(into, pressure);
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Air.Merge(toxins);
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}
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}
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}
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@@ -0,0 +1,146 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Digestive
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{
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/// <summary>
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/// Where reagents go when ingested. Tracks ingested reagents over time, and
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/// eventually transfers them to <see cref="BloodstreamComponent"/> once digested.
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/// </summary>
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[RegisterComponent]
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public class StomachComponent : SharedStomachComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly ILocalizationManager _localizationManager;
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#pragma warning restore 649
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/// <summary>
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/// Max volume of internal solution storage
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/// </summary>
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public ReagentUnit MaxVolume
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{
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get => _stomachContents.MaxVolume;
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set => _stomachContents.MaxVolume = value;
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}
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/// <summary>
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/// Internal solution storage
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/// </summary>
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[ViewVariables]
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private SolutionComponent _stomachContents;
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/// <summary>
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/// Initial internal solution storage volume
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/// </summary>
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[ViewVariables]
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private ReagentUnit _initialMaxVolume;
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/// <summary>
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/// Time in seconds between reagents being ingested and them being transferred
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/// to <see cref="BloodstreamComponent"/>
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/// </summary>
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[ViewVariables]
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private float _digestionDelay;
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/// <summary>
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/// Used to track how long each reagent has been in the stomach
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/// </summary>
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private readonly List<ReagentDelta> _reagentDeltas = new List<ReagentDelta>();
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _initialMaxVolume, "maxVolume", ReagentUnit.New(100));
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serializer.DataField(ref _digestionDelay, "digestionDelay", 20);
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}
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protected override void Startup()
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{
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base.Startup();
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_stomachContents = Owner.GetComponent<SolutionComponent>();
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_stomachContents.MaxVolume = _initialMaxVolume;
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}
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public bool TryTransferSolution(Solution solution)
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{
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// TODO: For now no partial transfers. Potentially change by design
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if (solution.TotalVolume + _stomachContents.CurrentVolume > _stomachContents.MaxVolume)
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{
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return false;
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}
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// Add solution to _stomachContents
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_stomachContents.TryAddSolution(solution, false, true);
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// Add each reagent to _reagentDeltas. Used to track how long each reagent has been in the stomach
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foreach (var reagent in solution.Contents)
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{
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_reagentDeltas.Add(new ReagentDelta(reagent.ReagentId, reagent.Quantity));
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}
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return true;
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}
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/// <summary>
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/// Updates digestion status of ingested reagents.
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/// Once reagents surpass _digestionDelay they are moved to the bloodstream,
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/// where they are then metabolized.
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/// </summary>
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/// <param name="frameTime">The time since the last update in seconds.</param>
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public void Update(float frameTime)
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{
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if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
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{
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return;
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}
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// Add reagents ready for transfer to bloodstream to transferSolution
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var transferSolution = new Solution();
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// Use ToList here to remove entries while iterating
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foreach (var delta in _reagentDeltas.ToList())
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{
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//Increment lifetime of reagents
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delta.Increment(frameTime);
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if (delta.Lifetime > _digestionDelay)
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{
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_stomachContents.TryRemoveReagent(delta.ReagentId, delta.Quantity);
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transferSolution.AddReagent(delta.ReagentId, delta.Quantity);
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_reagentDeltas.Remove(delta);
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}
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}
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// Transfer digested reagents to bloodstream
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bloodstream.TryTransferSolution(transferSolution);
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}
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/// <summary>
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/// Used to track quantity changes when ingesting & digesting reagents
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/// </summary>
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private class ReagentDelta
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{
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public readonly string ReagentId;
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public readonly ReagentUnit Quantity;
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public float Lifetime { get; private set; }
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public ReagentDelta(string reagentId, ReagentUnit quantity)
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{
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ReagentId = reagentId;
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Quantity = quantity;
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Lifetime = 0.0f;
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}
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public void Increment(float delta) => Lifetime += delta;
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}
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}
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}
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@@ -0,0 +1,181 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Server.Body;
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using Content.Shared.Body.Surgery;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body
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{
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/// <summary>
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/// Component representing a dropped, tangible <see cref="BodyPart"/> entity.
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/// </summary>
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[RegisterComponent]
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public class DroppedBodyPartComponent : Component, IAfterInteract, IBodyPartContainer
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{
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#pragma warning disable 649
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[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager;
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#pragma warning restore 649
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private readonly Dictionary<int, object> _optionsCache = new Dictionary<int, object>();
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private BodyManagerComponent _bodyManagerComponentCache;
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private int _idHash;
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private IEntity _performerCache;
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private BoundUserInterface _userInterface;
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public sealed override string Name => "DroppedBodyPart";
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[ViewVariables] public BodyPart ContainedBodyPart { get; private set; }
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||||
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
|
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if (eventArgs.Target == null)
|
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{
|
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return;
|
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}
|
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|
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CloseAllSurgeryUIs();
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_optionsCache.Clear();
|
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_performerCache = null;
|
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_bodyManagerComponentCache = null;
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||||
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if (eventArgs.Target.TryGetComponent(out BodyManagerComponent bodyManager))
|
||||
{
|
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SendBodySlotListToUser(eventArgs, bodyManager);
|
||||
}
|
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}
|
||||
|
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public override void Initialize()
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{
|
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base.Initialize();
|
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
|
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.GetBoundUserInterface(GenericSurgeryUiKey.Key);
|
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
|
||||
}
|
||||
|
||||
public void TransferBodyPartData(BodyPart data)
|
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{
|
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ContainedBodyPart = data;
|
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Owner.Name = Loc.GetString(ContainedBodyPart.Name);
|
||||
|
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if (Owner.TryGetComponent(out SpriteComponent component))
|
||||
{
|
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component.LayerSetRSI(0, data.RSIPath);
|
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component.LayerSetState(0, data.RSIState);
|
||||
|
||||
if (data.RSIColor.HasValue)
|
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{
|
||||
component.LayerSetColor(0, data.RSIColor.Value);
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
private void SendBodySlotListToUser(AfterInteractEventArgs eventArgs, BodyManagerComponent bodyManager)
|
||||
{
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// 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 = bodyManager.AllSlots.ToList().Except(bodyManager.OccupiedSlots.ToList()).ToList();
|
||||
foreach (var slot in unoccupiedSlots)
|
||||
{
|
||||
if (!bodyManager.TryGetSlotType(slot, out var typeResult) ||
|
||||
typeResult != ContainedBodyPart.PartType ||
|
||||
!bodyManager.TryGetBodyPartConnections(slot, out var parts))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var connectedPart in parts)
|
||||
{
|
||||
if (!connectedPart.CanAttachBodyPart(ContainedBodyPart))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_optionsCache.Add(_idHash, slot);
|
||||
toSend.Add(slot, _idHash++);
|
||||
}
|
||||
}
|
||||
|
||||
if (_optionsCache.Count > 0)
|
||||
{
|
||||
OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
|
||||
UpdateSurgeryUIBodyPartSlotRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
|
||||
toSend);
|
||||
_performerCache = eventArgs.User;
|
||||
_bodyManagerComponentCache = bodyManager;
|
||||
}
|
||||
else // If surgery cannot be performed, show message saying so.
|
||||
{
|
||||
_sharedNotifyManager.PopupMessage(eventArgs.Target, 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 HandleReceiveBodyPartSlot(int key)
|
||||
{
|
||||
CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().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))
|
||||
{
|
||||
_sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache,
|
||||
Loc.GetString("You see no useful way to attach {0:theName} anymore.", Owner));
|
||||
}
|
||||
|
||||
var target = targetObject as string;
|
||||
|
||||
_sharedNotifyManager.PopupMessage(
|
||||
_bodyManagerComponentCache.Owner,
|
||||
_performerCache,
|
||||
!_bodyManagerComponentCache.InstallDroppedBodyPart(this, target)
|
||||
? Loc.GetString("You can't attach it!")
|
||||
: Loc.GetString("You attach {0:theName}.", ContainedBodyPart));
|
||||
}
|
||||
|
||||
private void OpenSurgeryUI(IPlayerSession session)
|
||||
{
|
||||
_userInterface.Open(session);
|
||||
}
|
||||
|
||||
private void UpdateSurgeryUIBodyPartSlotRequest(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 UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
|
||||
{
|
||||
switch (message.Message)
|
||||
{
|
||||
case ReceiveBodyPartSlotSurgeryUIMessage msg:
|
||||
HandleReceiveBodyPartSlot(msg.SelectedOptionId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,210 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Body;
|
||||
using Content.Server.Body.Mechanisms;
|
||||
using Content.Shared.Body.Mechanism;
|
||||
using Content.Shared.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.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Body
|
||||
{
|
||||
/// <summary>
|
||||
/// Component representing a dropped, tangible <see cref="Mechanism"/> entity.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public class DroppedMechanismComponent : Component, IAfterInteract
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager;
|
||||
[Dependency] private IPrototypeManager _prototypeManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public sealed override string Name => "DroppedMechanism";
|
||||
|
||||
private readonly Dictionary<int, object> _optionsCache = new Dictionary<int, object>();
|
||||
|
||||
private BodyManagerComponent _bodyManagerComponentCache;
|
||||
|
||||
private int _idHash;
|
||||
|
||||
private IEntity _performerCache;
|
||||
|
||||
private BoundUserInterface _userInterface;
|
||||
|
||||
[ViewVariables] public Mechanism ContainedMechanism { get; private set; }
|
||||
|
||||
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
||||
{
|
||||
if (eventArgs.Target == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CloseAllSurgeryUIs();
|
||||
_optionsCache.Clear();
|
||||
_performerCache = null;
|
||||
_bodyManagerComponentCache = null;
|
||||
|
||||
if (eventArgs.Target.TryGetComponent<BodyManagerComponent>(out var bodyManager))
|
||||
{
|
||||
SendBodyPartListToUser(eventArgs, bodyManager);
|
||||
}
|
||||
else if (eventArgs.Target.TryGetComponent<DroppedBodyPartComponent>(out var droppedBodyPart))
|
||||
{
|
||||
if (droppedBodyPart.ContainedBodyPart == null)
|
||||
{
|
||||
Logger.Debug(
|
||||
"Installing a mechanism was attempted on an IEntity with a DroppedBodyPartComponent that doesn't have a BodyPart in it!");
|
||||
throw new InvalidOperationException("A DroppedBodyPartComponent exists without a BodyPart in it!");
|
||||
}
|
||||
|
||||
if (!droppedBodyPart.ContainedBodyPart.TryInstallDroppedMechanism(this))
|
||||
{
|
||||
_sharedNotifyManager.PopupMessage(eventArgs.Target, eventArgs.User,
|
||||
Loc.GetString("You can't fit it in!"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
|
||||
.GetBoundUserInterface(GenericSurgeryUiKey.Key);
|
||||
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
|
||||
}
|
||||
|
||||
public void InitializeDroppedMechanism(Mechanism data)
|
||||
{
|
||||
ContainedMechanism = data;
|
||||
Owner.Name = Loc.GetString(ContainedMechanism.Name);
|
||||
|
||||
if (Owner.TryGetComponent(out SpriteComponent component))
|
||||
{
|
||||
component.LayerSetRSI(0, data.RSIPath);
|
||||
component.LayerSetState(0, data.RSIState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
// This is a temporary way to have spawnable hard-coded DroppedMechanismComponent prototypes
|
||||
// In the future (when it becomes possible) DroppedMechanismComponent should be auto-generated from
|
||||
// the Mechanism prototypes
|
||||
var debugLoadMechanismData = "";
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataField(ref debugLoadMechanismData, "debugLoadMechanismData", "");
|
||||
|
||||
if (serializer.Reading && debugLoadMechanismData != "")
|
||||
{
|
||||
_prototypeManager.TryIndex(debugLoadMechanismData, out MechanismPrototype data);
|
||||
|
||||
var mechanism = new Mechanism(data);
|
||||
mechanism.EnsureInitialize();
|
||||
|
||||
InitializeDroppedMechanism(mechanism);
|
||||
}
|
||||
}
|
||||
|
||||
private void SendBodyPartListToUser(AfterInteractEventArgs eventArgs, BodyManagerComponent bodyManager)
|
||||
{
|
||||
// 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 bodyManager.Parts)
|
||||
{
|
||||
// For each limb in the target, add it to our cache if it is a valid option.
|
||||
if (value.CanInstallMechanism(ContainedMechanism))
|
||||
{
|
||||
_optionsCache.Add(_idHash, value);
|
||||
toSend.Add(key + ": " + value.Name, _idHash++);
|
||||
}
|
||||
}
|
||||
|
||||
if (_optionsCache.Count > 0)
|
||||
{
|
||||
OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
|
||||
UpdateSurgeryUIBodyPartRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
|
||||
toSend);
|
||||
_performerCache = eventArgs.User;
|
||||
_bodyManagerComponentCache = bodyManager;
|
||||
}
|
||||
else // If surgery cannot be performed, show message saying so.
|
||||
{
|
||||
_sharedNotifyManager.PopupMessage(eventArgs.Target, 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)
|
||||
{
|
||||
CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().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))
|
||||
{
|
||||
_sharedNotifyManager.PopupMessage(_bodyManagerComponentCache.Owner, _performerCache,
|
||||
Loc.GetString("You see no useful way to use the {0} anymore.", Owner.Name));
|
||||
return;
|
||||
}
|
||||
|
||||
var target = targetObject as BodyPart;
|
||||
|
||||
_sharedNotifyManager.PopupMessage(
|
||||
_bodyManagerComponentCache.Owner,
|
||||
_performerCache,
|
||||
!target.TryInstallDroppedMechanism(this)
|
||||
? Loc.GetString("You can't fit it in!")
|
||||
: Loc.GetString("You jam the {1} inside {0:them}.", _performerCache, ContainedMechanism.Name));
|
||||
|
||||
// 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 UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
|
||||
{
|
||||
switch (message.Message)
|
||||
{
|
||||
case ReceiveBodyPartSurgeryUIMessage msg:
|
||||
HandleReceiveBodyPart(msg.SelectedOptionId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,127 @@
|
||||
using System;
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.GameObjects.Components.Body.Circulatory;
|
||||
using Content.Server.Interfaces;
|
||||
using Content.Shared.Atmos;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Body.Respiratory
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class LungComponent : Component, IGasMixtureHolder
|
||||
{
|
||||
public override string Name => "Lung";
|
||||
|
||||
private float _accumulatedFrameTime;
|
||||
|
||||
/// <summary>
|
||||
/// The pressure that this lung exerts on the air around it
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)] private float Pressure { get; set; }
|
||||
|
||||
[ViewVariables] public GasMixture Air { get; set; } = new GasMixture();
|
||||
|
||||
[ViewVariables] public LungStatus Status { get; set; }
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"volume",
|
||||
6,
|
||||
vol => Air.Volume = vol,
|
||||
() => Air.Volume);
|
||||
serializer.DataField(this, l => l.Pressure, "pressure", 100);
|
||||
}
|
||||
|
||||
public void Update(float frameTime)
|
||||
{
|
||||
if (Status == LungStatus.None)
|
||||
{
|
||||
Status = LungStatus.Inhaling;
|
||||
}
|
||||
|
||||
_accumulatedFrameTime += Status switch
|
||||
{
|
||||
LungStatus.Inhaling => frameTime,
|
||||
LungStatus.Exhaling => -frameTime,
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
|
||||
var absoluteTime = Math.Abs(_accumulatedFrameTime);
|
||||
if (absoluteTime < 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
switch (Status)
|
||||
{
|
||||
case LungStatus.Inhaling:
|
||||
Inhale(absoluteTime);
|
||||
Status = LungStatus.Exhaling;
|
||||
break;
|
||||
case LungStatus.Exhaling:
|
||||
Exhale(absoluteTime);
|
||||
Status = LungStatus.Inhaling;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
_accumulatedFrameTime = absoluteTime - 2;
|
||||
}
|
||||
|
||||
public void Inhale(float frameTime)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Owner.Transform.GridPosition.TryGetTileAir(out var tileAir))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var amount = Atmospherics.BreathPercentage * frameTime;
|
||||
var volumeRatio = amount / tileAir.Volume;
|
||||
var temp = tileAir.RemoveRatio(volumeRatio);
|
||||
|
||||
temp.PumpGasTo(Air, Pressure);
|
||||
Air.PumpGasTo(bloodstream.Air, Pressure);
|
||||
tileAir.Merge(temp);
|
||||
}
|
||||
|
||||
public void Exhale(float frameTime)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Owner.Transform.GridPosition.TryGetTileAir(out var tileAir))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bloodstream.PumpToxins(Air, Pressure);
|
||||
|
||||
var amount = Atmospherics.BreathPercentage * frameTime;
|
||||
var volumeRatio = amount / tileAir.Volume;
|
||||
var temp = tileAir.RemoveRatio(volumeRatio);
|
||||
|
||||
temp.PumpGasTo(tileAir, Pressure);
|
||||
Air.Merge(temp);
|
||||
}
|
||||
}
|
||||
|
||||
public enum LungStatus
|
||||
{
|
||||
None = 0,
|
||||
Inhaling,
|
||||
Exhaling
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Body;
|
||||
using Content.Server.Body.Mechanisms;
|
||||
using Content.Server.Body.Surgery;
|
||||
using Content.Shared.Body.Surgery;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Body;
|
||||
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.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Body
|
||||
{
|
||||
// TODO: add checks to close UI if user walks too far away from tool or target.
|
||||
|
||||
/// <summary>
|
||||
/// Server-side component representing a generic tool capable of performing surgery.
|
||||
/// For instance, the scalpel.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override string Name => "SurgeryTool";
|
||||
public override uint? NetID => ContentNetIDs.SURGERY;
|
||||
|
||||
private readonly Dictionary<int, object> _optionsCache = new Dictionary<int, object>();
|
||||
|
||||
private float _baseOperateTime;
|
||||
|
||||
private BodyManagerComponent _bodyManagerComponentCache;
|
||||
|
||||
private ISurgeon.MechanismRequestCallback _callbackCache;
|
||||
|
||||
private int _idHash;
|
||||
|
||||
private IEntity _performerCache;
|
||||
|
||||
private SurgeryType _surgeryType;
|
||||
|
||||
private BoundUserInterface _userInterface;
|
||||
|
||||
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
||||
{
|
||||
if (eventArgs.Target == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CloseAllSurgeryUIs();
|
||||
_optionsCache.Clear();
|
||||
|
||||
_performerCache = null;
|
||||
_bodyManagerComponentCache = null;
|
||||
_callbackCache = null;
|
||||
|
||||
// Attempt surgery on a BodyManagerComponent by sending a list of operable BodyParts to the client to choose from
|
||||
if (eventArgs.Target.TryGetComponent(out BodyManagerComponent 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.
|
||||
_bodyManagerComponentCache = body;
|
||||
}
|
||||
else // If surgery cannot be performed, show message saying so.
|
||||
{
|
||||
SendNoUsefulWayToUsePopup();
|
||||
}
|
||||
}
|
||||
else if (eventArgs.Target.TryGetComponent<DroppedBodyPartComponent>(out var droppedBodyPart))
|
||||
{
|
||||
// Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI
|
||||
_performerCache = eventArgs.User;
|
||||
|
||||
if (droppedBodyPart.ContainedBodyPart == null)
|
||||
{
|
||||
// Throw error if the DroppedBodyPart has no data in it.
|
||||
Logger.Debug(
|
||||
"Surgery was attempted on an IEntity with a DroppedBodyPartComponent that doesn't have a BodyPart in it!");
|
||||
throw new InvalidOperationException("A DroppedBodyPartComponent exists without a BodyPart in it!");
|
||||
}
|
||||
|
||||
// If surgery can be performed...
|
||||
if (!droppedBodyPart.ContainedBodyPart.SurgeryCheck(_surgeryType))
|
||||
{
|
||||
SendNoUsefulWayToUsePopup();
|
||||
return;
|
||||
}
|
||||
|
||||
//...do the surgery.
|
||||
if (droppedBodyPart.ContainedBodyPart.AttemptSurgery(_surgeryType, droppedBodyPart, this,
|
||||
eventArgs.User))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Log error if the surgery fails somehow.
|
||||
Logger.Debug($"Error when trying to perform surgery on ${nameof(BodyPart)} {eventArgs.User.Name}");
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
|
||||
public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; }
|
||||
|
||||
public void RequestMechanism(IEnumerable<Mechanism> 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)
|
||||
{
|
||||
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();
|
||||
|
||||
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
|
||||
.GetBoundUserInterface(GenericSurgeryUiKey.Key);
|
||||
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
|
||||
}
|
||||
|
||||
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="BodyPart"/> that can be operated on.
|
||||
/// </summary>
|
||||
private void HandleReceiveBodyPart(int key)
|
||||
{
|
||||
CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().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))
|
||||
{
|
||||
SendNoUsefulWayToUseAnymorePopup();
|
||||
}
|
||||
|
||||
var target = targetObject as BodyPart;
|
||||
|
||||
if (!target.AttemptSurgery(_surgeryType, _bodyManagerComponentCache, this, _performerCache))
|
||||
{
|
||||
SendNoUsefulWayToUseAnymorePopup();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called after the client chooses from a list of possible
|
||||
/// <see cref="Mechanism"/> 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))
|
||||
{
|
||||
SendNoUsefulWayToUseAnymorePopup();
|
||||
}
|
||||
|
||||
var target = targetObject as Mechanism;
|
||||
|
||||
CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
|
||||
_callbackCache(target, _bodyManagerComponentCache, this, _performerCache);
|
||||
}
|
||||
|
||||
private void SendNoUsefulWayToUsePopup()
|
||||
{
|
||||
_sharedNotifyManager.PopupMessage(
|
||||
_bodyManagerComponentCache.Owner,
|
||||
_performerCache,
|
||||
Loc.GetString("You see no useful way to use {0:theName}.", Owner));
|
||||
}
|
||||
|
||||
private void SendNoUsefulWayToUseAnymorePopup()
|
||||
{
|
||||
_sharedNotifyManager.PopupMessage(
|
||||
_bodyManagerComponentCache.Owner,
|
||||
_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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user