Files
crystall-punk-14/Content.Server/Body/Surgery/BiologicalSurgeryData.cs
DrSmugleaf b051261485 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>
2020-08-16 16:42:42 -07:00

251 lines
8.4 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.Body.Mechanisms;
using Content.Server.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.Interfaces;
using JetBrains.Annotations;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
namespace Content.Server.Body.Surgery
{
/// <summary>
/// Data class representing the surgery state of a biological entity.
/// </summary>
[UsedImplicitly]
public class BiologicalSurgeryData : SurgeryData
{
private readonly List<Mechanism> _disconnectedOrgans = new List<Mechanism>();
private bool _skinOpened;
private bool _skinRetracted;
private bool _vesselsClamped;
public BiologicalSurgeryData(BodyPart parent) : base(parent) { }
protected override SurgeryAction? GetSurgeryStep(SurgeryType toolType)
{
if (toolType == SurgeryType.Amputation)
{
return RemoveBodyPartSurgery;
}
if (!_skinOpened)
{
// Case: skin is normal.
if (toolType == SurgeryType.Incision)
{
return OpenSkinSurgery;
}
}
else if (!_vesselsClamped)
{
// Case: skin is opened, but not clamped.
switch (toolType)
{
case SurgeryType.VesselCompression:
return ClampVesselsSurgery;
case SurgeryType.Cauterization:
return CauterizeIncisionSurgery;
}
}
else if (!_skinRetracted)
{
// Case: skin is opened and clamped, but not retracted.
switch (toolType)
{
case SurgeryType.Retraction:
return RetractSkinSurgery;
case SurgeryType.Cauterization:
return CauterizeIncisionSurgery;
}
}
else
{
// Case: skin is fully open.
if (Parent.Mechanisms.Count > 0 &&
toolType == SurgeryType.VesselCompression)
{
if (_disconnectedOrgans.Except(Parent.Mechanisms).Count() != 0 ||
Parent.Mechanisms.Except(_disconnectedOrgans).Count() != 0)
{
return LoosenOrganSurgery;
}
}
if (_disconnectedOrgans.Count > 0 && toolType == SurgeryType.Incision)
{
return RemoveOrganSurgery;
}
if (toolType == SurgeryType.Cauterization)
{
return CauterizeIncisionSurgery;
}
}
return null;
}
public override string GetDescription(IEntity target)
{
var toReturn = "";
if (_skinOpened && !_vesselsClamped)
{
// Case: skin is opened, but not clamped.
toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n",
target, Parent.Name);
}
else if (_skinOpened && _vesselsClamped && !_skinRetracted)
{
// Case: skin is opened and clamped, but not retracted.
toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n",
target, Parent.Name);
}
else if (_skinOpened && _vesselsClamped && _skinRetracted)
{
// Case: skin is fully open.
toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", target, Parent.Name);
foreach (var mechanism in _disconnectedOrgans)
{
toReturn += Loc.GetString("{0:their} {1} is loose.\n", target, mechanism.Name);
}
}
return toReturn;
}
public override bool CanInstallMechanism(Mechanism mechanism)
{
return _skinOpened && _vesselsClamped && _skinRetracted;
}
public override bool CanAttachBodyPart(BodyPart part)
{
return true;
// TODO: if a bodypart is disconnected, you should have to do some surgery to allow another bodypart to be attached.
}
private void OpenSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Cut open the skin..."));
// TODO do_after: Delay
_skinOpened = true;
}
private void ClampVesselsSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Clamp the vessels..."));
// TODO do_after: Delay
_vesselsClamped = true;
}
private void RetractSkinSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Retract the skin..."));
// TODO do_after: Delay
_skinRetracted = true;
}
private void CauterizeIncisionSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
performer.PopupMessage(performer, Loc.GetString("Cauterize the incision..."));
// TODO do_after: Delay
_skinOpened = false;
_vesselsClamped = false;
_skinRetracted = false;
}
private void LoosenOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (Parent.Mechanisms.Count <= 0)
{
return;
}
var toSend = new List<Mechanism>();
foreach (var mechanism in Parent.Mechanisms)
{
if (!_disconnectedOrgans.Contains(mechanism))
{
toSend.Add(mechanism);
}
}
if (toSend.Count > 0)
{
surgeon.RequestMechanism(toSend, LoosenOrganSurgeryCallback);
}
}
private void LoosenOrganSurgeryCallback(Mechanism target, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer)
{
if (target == null || !Parent.Mechanisms.Contains(target))
{
return;
}
performer.PopupMessage(performer, Loc.GetString("Loosen the organ..."));
// TODO do_after: Delay
_disconnectedOrgans.Add(target);
}
private void RemoveOrganSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
if (_disconnectedOrgans.Count <= 0)
{
return;
}
if (_disconnectedOrgans.Count == 1)
{
RemoveOrganSurgeryCallback(_disconnectedOrgans[0], container, surgeon, performer);
}
else
{
surgeon.RequestMechanism(_disconnectedOrgans, RemoveOrganSurgeryCallback);
}
}
private void RemoveOrganSurgeryCallback(Mechanism target, IBodyPartContainer container,
ISurgeon surgeon,
IEntity performer)
{
if (target == null || !Parent.Mechanisms.Contains(target))
{
return;
}
performer.PopupMessage(performer, Loc.GetString("Remove the organ..."));
// TODO do_after: Delay
Parent.TryDropMechanism(performer, target, out _);
_disconnectedOrgans.Remove(target);
}
private void RemoveBodyPartSurgery(IBodyPartContainer container, ISurgeon surgeon, IEntity performer)
{
// This surgery requires a DroppedBodyPartComponent.
if (!(container is BodyManagerComponent))
{
return;
}
var bmTarget = (BodyManagerComponent) container;
performer.PopupMessage(performer, Loc.GetString("Saw off the limb!"));
// TODO do_after: Delay
bmTarget.DisconnectBodyPart(Parent, true);
}
}
}