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