Re-organize all projects (#4166)
This commit is contained in:
371
Content.Server/Body/Surgery/BiologicalSurgeryDataComponent.cs
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371
Content.Server/Body/Surgery/BiologicalSurgeryDataComponent.cs
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Content.Server.DoAfter;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Surgery;
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using Content.Shared.Notification;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using static Content.Shared.Body.Surgery.ISurgeryData;
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namespace Content.Server.Body.Surgery
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{
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/// <summary>
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/// Data class representing the surgery state of a biological entity.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(ISurgeryData))]
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public class BiologicalSurgeryDataComponent : Component, ISurgeryData
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{
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public override string Name => "BiologicalSurgeryData";
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private readonly HashSet<IMechanism> _disconnectedOrgans = new();
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private bool SkinOpened { get; set; }
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private bool SkinRetracted { get; set; }
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private bool VesselsClamped { get; set; }
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public IBodyPart? Parent => Owner.GetComponentOrNull<IBodyPart>();
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public BodyPartType? ParentType => Parent?.PartType;
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private void AddDisconnectedOrgan(IMechanism mechanism)
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{
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if (_disconnectedOrgans.Add(mechanism))
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{
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Dirty();
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}
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}
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private void RemoveDisconnectedOrgan(IMechanism mechanism)
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{
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if (_disconnectedOrgans.Remove(mechanism))
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{
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Dirty();
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}
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}
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private async Task<bool> SurgeryDoAfter(IEntity performer)
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{
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if (!performer.HasComponent<DoAfterComponent>())
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{
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var target = Parent?.Body?.Owner ?? Owner;
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var args = new DoAfterEventArgs(performer, 3, target: target)
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{
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BreakOnUserMove = true,
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BreakOnTargetMove = true
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};
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return await doAfterSystem.DoAfter(args) == DoAfterStatus.Finished;
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}
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private bool HasIncisionNotClamped()
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{
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return SkinOpened && !VesselsClamped;
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}
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private bool HasClampedIncisionNotRetracted()
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{
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return SkinOpened && VesselsClamped && !SkinRetracted;
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}
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private bool HasFullyOpenIncision()
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{
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return SkinOpened && VesselsClamped && SkinRetracted;
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}
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public string GetDescription()
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{
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if (Parent == null)
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{
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return string.Empty;
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}
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var toReturn = new StringBuilder();
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if (HasIncisionNotClamped())
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{
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toReturn.Append(Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.",
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Owner, Parent.Name));
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}
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else if (HasClampedIncisionNotRetracted())
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{
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toReturn.AppendLine(Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.",
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Owner, Parent.Name));
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}
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else if (HasFullyOpenIncision())
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{
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toReturn.AppendLine(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.AppendLine(Loc.GetString("{0:their} {1} is loose.", Owner, mechanism.Name));
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}
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}
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return toReturn.ToString();
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}
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public bool CanAddMechanism(IMechanism mechanism)
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{
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return Parent != null &&
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SkinOpened &&
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VesselsClamped &&
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SkinRetracted;
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}
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public bool CanAttachBodyPart(IBodyPart part)
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{
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return Parent != null;
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// TODO BODY if a part is disconnected, you should have to do some surgery to allow another body part to be attached.
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}
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public SurgeryAction? GetSurgeryStep(SurgeryType toolType)
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{
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if (Parent == null)
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{
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return null;
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}
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if (toolType == SurgeryType.Amputation)
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{
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return RemoveBodyPartSurgery;
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}
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if (!SkinOpened)
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{
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// Case: skin is normal.
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if (toolType == SurgeryType.Incision)
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{
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return OpenSkinSurgery;
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}
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}
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else if (!VesselsClamped)
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{
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// Case: skin is opened, but not clamped.
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switch (toolType)
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{
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case SurgeryType.VesselCompression:
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return ClampVesselsSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else if (!SkinRetracted)
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{
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// Case: skin is opened and clamped, but not retracted.
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switch (toolType)
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{
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case SurgeryType.Retraction:
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return RetractSkinSurgery;
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case SurgeryType.Cauterization:
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return CauterizeIncisionSurgery;
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}
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}
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else
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{
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// Case: skin is fully open.
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if (Parent.Mechanisms.Count > 0 &&
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toolType == SurgeryType.VesselCompression)
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{
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if (_disconnectedOrgans.Except(Parent.Mechanisms).Count() != 0 ||
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Parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0)
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{
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return LoosenOrganSurgery;
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}
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}
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if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
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{
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return RemoveOrganSurgery;
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}
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if (toolType == SurgeryType.Cauterization)
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{
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return CauterizeIncisionSurgery;
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}
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}
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return null;
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}
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public bool CheckSurgery(SurgeryType toolType)
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{
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return GetSurgeryStep(toolType) != null;
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}
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public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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var step = GetSurgeryStep(surgeryType);
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if (step == null)
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{
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return false;
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}
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step(container, surgeon, performer);
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return true;
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}
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private async void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null)
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Cut open the skin..."));
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if (await SurgeryDoAfter(performer))
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{
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SkinOpened = true;
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}
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}
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private async void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Clamp the vessels..."));
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if (await SurgeryDoAfter(performer))
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{
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VesselsClamped = true;
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}
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}
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private async void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Retracting the skin..."));
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if (await SurgeryDoAfter(performer))
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{
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SkinRetracted = true;
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}
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}
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private async void CauterizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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performer.PopupMessage(Loc.GetString("Cauterizing the incision..."));
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if (await SurgeryDoAfter(performer))
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{
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SkinOpened = false;
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VesselsClamped = false;
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SkinRetracted = false;
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}
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}
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private void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (Parent.Mechanisms.Count <= 0) return;
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var toSend = new List<IMechanism>();
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foreach (var mechanism in Parent.Mechanisms)
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{
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if (!_disconnectedOrgans.Contains(mechanism))
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{
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toSend.Add(mechanism);
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}
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}
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if (toSend.Count > 0)
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{
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surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
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}
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}
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private async void LoosenOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
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IEntity performer)
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{
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if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Loosening the organ..."));
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if (!performer.HasComponent<DoAfterComponent>())
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{
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AddDisconnectedOrgan(target);
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return;
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}
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if (await SurgeryDoAfter(performer))
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{
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AddDisconnectedOrgan(target);
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}
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}
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private void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (_disconnectedOrgans.Count <= 0)
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{
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return;
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}
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if (_disconnectedOrgans.Count == 1)
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{
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RemoveOrganSurgeryCallback(_disconnectedOrgans.First(), container, surgeon, performer);
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}
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else
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{
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surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
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}
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}
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private async void RemoveOrganSurgeryCallback(IMechanism? target, IBodyPartContainer container, ISurgeon surgeon,
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IEntity performer)
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{
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if (Parent == null || target == null || !Parent.Mechanisms.Contains(target))
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{
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return;
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}
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performer.PopupMessage(Loc.GetString("Removing the organ..."));
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if (!performer.HasComponent<DoAfterComponent>())
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{
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Parent.RemoveMechanism(target, performer.Transform.Coordinates);
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RemoveDisconnectedOrgan(target);
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return;
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}
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if (await SurgeryDoAfter(performer))
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{
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Parent.RemoveMechanism(target, performer.Transform.Coordinates);
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RemoveDisconnectedOrgan(target);
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}
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}
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private async void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
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{
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if (Parent == null) return;
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if (container is not IBody body) return;
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performer.PopupMessage(Loc.GetString("Sawing off the limb!"));
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if (await SurgeryDoAfter(performer))
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{
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body.RemovePart(Parent);
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}
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}
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}
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}
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278
Content.Server/Body/Surgery/Components/SurgeryToolComponent.cs
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278
Content.Server/Body/Surgery/Components/SurgeryToolComponent.cs
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@@ -0,0 +1,278 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Body.Mechanism;
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using Content.Server.Body.Surgery.Messages;
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using Content.Server.UserInterface;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Surgery;
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using Content.Shared.Interaction;
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using Content.Shared.NetIDs;
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using Content.Shared.Notification;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Body.Surgery.Components
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{
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/// <summary>
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/// Server-side component representing a generic tool capable of performing surgery.
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/// For instance, the scalpel.
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/// </summary>
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[RegisterComponent]
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public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract
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{
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public override string Name => "SurgeryTool";
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public override uint? NetID => ContentNetIDs.SURGERY;
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private readonly Dictionary<int, object> _optionsCache = new();
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[DataField("baseOperateTime")]
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private float _baseOperateTime = 5;
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private ISurgeon.MechanismRequestCallback? _callbackCache;
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private int _idHash;
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[DataField("surgeryType")]
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private SurgeryType _surgeryType = SurgeryType.Incision;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
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public IBody? BodyCache { get; private set; }
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public IEntity? PerformerCache { get; private set; }
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async Task<bool> 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 false;
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}
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if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return false;
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}
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CloseAllSurgeryUIs();
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// Attempt surgery on a body by sending a list of operable parts for the client to choose from
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if (eventArgs.Target.TryGetComponent(out IBody? body))
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{
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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foreach (var (part, slot) in body.Parts)
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{
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// For each limb in the target, add it to our cache if it is a valid option.
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if (part.SurgeryCheck(_surgeryType))
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{
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_optionsCache.Add(_idHash, part);
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toSend.Add(slot.Id + ": " + part.Name, _idHash++);
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}
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}
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(actor.PlayerSession);
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UpdateSurgeryUIBodyPartRequest(actor.PlayerSession, toSend);
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PerformerCache = eventArgs.User; // Also, cache the data.
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BodyCache = body;
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}
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else // If surgery cannot be performed, show message saying so.
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{
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NotUsefulPopup();
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}
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}
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else if (eventArgs.Target.TryGetComponent<IBodyPart>(out var part))
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{
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// Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI
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PerformerCache = eventArgs.User;
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// If surgery can be performed...
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if (!part.SurgeryCheck(_surgeryType))
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{
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NotUsefulPopup();
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return true;
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}
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// ...do the surgery.
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if (part.AttemptSurgery(_surgeryType, part, this,
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eventArgs.User))
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{
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return true;
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}
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// Log error if the surgery fails somehow.
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Logger.Debug($"Error when trying to perform surgery on ${nameof(IBodyPart)} {eventArgs.User.Name}");
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throw new InvalidOperationException();
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}
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return true;
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}
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||||
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||||
public float BaseOperationTime { get => _baseOperateTime; set => _baseOperateTime = value; }
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||||
public void RequestMechanism(IEnumerable<IMechanism> options, ISurgeon.MechanismRequestCallback callback)
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||||
{
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||||
var toSend = new Dictionary<string, int>();
|
||||
foreach (var mechanism in options)
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||||
{
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_optionsCache.Add(_idHash, mechanism);
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toSend.Add(mechanism.Name, _idHash++);
|
||||
}
|
||||
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if (_optionsCache.Count > 0 && PerformerCache != null)
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||||
{
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OpenSurgeryUI(PerformerCache.GetComponent<ActorComponent>().PlayerSession);
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UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent<ActorComponent>().PlayerSession,
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toSend);
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_callbackCache = callback;
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}
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else
|
||||
{
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Logger.Debug("Error on callback from mechanisms: there were no viable options to choose from!");
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throw new InvalidOperationException();
|
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}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
if (UserInterface != null)
|
||||
{
|
||||
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
|
||||
}
|
||||
}
|
||||
|
||||
private void OpenSurgeryUI(IPlayerSession session)
|
||||
{
|
||||
UserInterface?.Open(session);
|
||||
|
||||
var message = new SurgeryWindowOpenMessage(this);
|
||||
|
||||
SendMessage(message);
|
||||
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
|
||||
}
|
||||
|
||||
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 ClearUIData()
|
||||
{
|
||||
_optionsCache.Clear();
|
||||
|
||||
PerformerCache = null;
|
||||
BodyCache = null;
|
||||
_callbackCache = null;
|
||||
}
|
||||
|
||||
private void CloseSurgeryUI(IPlayerSession session)
|
||||
{
|
||||
UserInterface?.Close(session);
|
||||
ClearUIData();
|
||||
}
|
||||
|
||||
public void CloseAllSurgeryUIs()
|
||||
{
|
||||
UserInterface?.CloseAll();
|
||||
ClearUIData();
|
||||
}
|
||||
|
||||
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 ActorComponent? 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 (BodyCache == null ||
|
||||
!_optionsCache.TryGetValue(key, out var targetObject) ||
|
||||
targetObject is not MechanismComponent target ||
|
||||
PerformerCache == null ||
|
||||
!PerformerCache.TryGetComponent(out ActorComponent? actor))
|
||||
{
|
||||
NotUsefulAnymorePopup();
|
||||
return;
|
||||
}
|
||||
|
||||
CloseSurgeryUI(actor.PlayerSession);
|
||||
_callbackCache?.Invoke(target, BodyCache, this, PerformerCache);
|
||||
}
|
||||
|
||||
private void NotUsefulPopup()
|
||||
{
|
||||
if (PerformerCache == null) return;
|
||||
|
||||
BodyCache?.Owner.PopupMessage(PerformerCache,
|
||||
Loc.GetString("You see no useful way to use {0:theName}.", Owner));
|
||||
}
|
||||
|
||||
private void NotUsefulAnymorePopup()
|
||||
{
|
||||
if (PerformerCache == null) return;
|
||||
|
||||
BodyCache?.Owner.PopupMessage(PerformerCache,
|
||||
Loc.GetString("You see no useful way to use {0:theName} anymore.", Owner));
|
||||
}
|
||||
}
|
||||
}
|
||||
71
Content.Server/Body/Surgery/Components/SurgeryToolSystem.cs
Normal file
71
Content.Server/Body/Surgery/Components/SurgeryToolSystem.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Body.Surgery.Messages;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Body.Surgery.Components
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class SurgeryToolSystem : EntitySystem, IResettingEntitySystem
|
||||
{
|
||||
private readonly HashSet<SurgeryToolComponent> _openSurgeryUIs = new();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<SurgeryWindowOpenMessage>(OnSurgeryWindowOpen);
|
||||
SubscribeLocalEvent<SurgeryWindowCloseMessage>(OnSurgeryWindowClose);
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
|
||||
UnsubscribeLocalEvent<SurgeryWindowOpenMessage>();
|
||||
UnsubscribeLocalEvent<SurgeryWindowCloseMessage>();
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_openSurgeryUIs.Clear();
|
||||
}
|
||||
|
||||
private void OnSurgeryWindowOpen(SurgeryWindowOpenMessage ev)
|
||||
{
|
||||
_openSurgeryUIs.Add(ev.Tool);
|
||||
}
|
||||
|
||||
private void OnSurgeryWindowClose(SurgeryWindowCloseMessage ev)
|
||||
{
|
||||
_openSurgeryUIs.Remove(ev.Tool);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var tool in _openSurgeryUIs)
|
||||
{
|
||||
if (tool.PerformerCache == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (tool.BodyCache == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!ActionBlockerSystem.CanInteract(tool.PerformerCache) ||
|
||||
!tool.PerformerCache.InRangeUnobstructed(tool.BodyCache))
|
||||
{
|
||||
tool.CloseAllSurgeryUIs();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
using Content.Server.Body.Surgery.Components;
|
||||
|
||||
namespace Content.Server.Body.Surgery.Messages
|
||||
{
|
||||
public class SurgeryWindowCloseMessage
|
||||
{
|
||||
public SurgeryWindowCloseMessage(SurgeryToolComponent tool)
|
||||
{
|
||||
Tool = tool;
|
||||
}
|
||||
|
||||
public SurgeryToolComponent Tool { get; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using Content.Server.Body.Surgery.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Body.Surgery.Messages
|
||||
{
|
||||
public class SurgeryWindowOpenMessage : ComponentMessage
|
||||
{
|
||||
public SurgeryWindowOpenMessage(SurgeryToolComponent tool)
|
||||
{
|
||||
Tool = tool;
|
||||
}
|
||||
|
||||
public SurgeryToolComponent Tool { get; }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user