Deconstruction Features (#1242)
* ConstructionSystem now detects when a tool is used on an arbitrary entity. * Refactored building logic from ConstructionComponent to ConstructionSystem. * Add OnDeconstruct events so that deconstruction can be blocked if prerequisites are not met. * Multi-step deconstruction works. Windows can be deconstructed using a screwdriver. * In-hand construction and deconstruction works. * Intermediate entities now have a better name assigned to them when created. * Removed a question mark to appease Jenkins. * Instead of running ExposeData on the existing ItemComponent of an intermediateFrame, the system will now replace the existing ItemComponent with a new one, and run ExposeData on the new one.
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@@ -1,168 +1,41 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Utility;
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using Content.Shared.Construction;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Interactable;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Content.Shared.Construction;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.Construction.ConstructionStepMaterial;
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namespace Content.Server.GameObjects.Components.Construction
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{
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/// <summary>
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/// Holds data about an entity that is in the process of being constructed or destructed.
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/// </summary>
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[RegisterComponent]
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public class ConstructionComponent : Component, IInteractUsing
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public class ConstructionComponent : Component
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{
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/// <inheritdoc />
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public override string Name => "Construction";
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/// <summary>
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/// The current construction recipe being used to build this entity.
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/// </summary>
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[ViewVariables]
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public ConstructionPrototype Prototype { get; private set; }
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public ConstructionPrototype Prototype { get; set; }
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/// <summary>
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/// The current stage of construction.
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/// </summary>
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[ViewVariables]
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public int Stage { get; private set; }
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public int Stage { get; set; }
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SpriteComponent Sprite;
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ITransformComponent Transform;
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public override void Initialize()
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.Initialize();
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base.ExposeData(serializer);
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Sprite = Owner.GetComponent<SpriteComponent>();
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Transform = Owner.GetComponent<ITransformComponent>();
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}
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serializer.DataReadWriteFunction("prototype", null,
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value => Prototype = value, () => Prototype);
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public bool InteractUsing(InteractUsingEventArgs eventArgs)
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{
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// default interaction check for AttackBy allows inside blockers, so we will check if its blocked if
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// we're not allowed to build on impassable stuff
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if (Prototype.CanBuildInImpassable == false)
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{
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if (!InteractionChecks.InRangeUnobstructed(eventArgs, false))
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return false;
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}
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var stage = Prototype.Stages[Stage];
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if (TryProcessStep(stage.Forward, eventArgs.Using, eventArgs.User))
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{
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Stage++;
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if (Stage == Prototype.Stages.Count - 1)
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{
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// Oh boy we get to finish construction!
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var entMgr = IoCManager.Resolve<IServerEntityManager>();
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var ent = entMgr.SpawnEntity(Prototype.Result, Transform.GridPosition);
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ent.GetComponent<ITransformComponent>().LocalRotation = Transform.LocalRotation;
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Owner.Delete();
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return true;
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}
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stage = Prototype.Stages[Stage];
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if (stage.Icon != null)
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{
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Sprite.LayerSetSprite(0, stage.Icon);
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}
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}
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else if (TryProcessStep(stage.Backward, eventArgs.Using, eventArgs.User))
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{
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Stage--;
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if (Stage == 0)
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{
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// Deconstruction complete.
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Owner.Delete();
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return true;
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}
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stage = Prototype.Stages[Stage];
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if (stage.Icon != null)
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{
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Sprite.LayerSetSprite(0, stage.Icon);
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}
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}
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return true;
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}
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public void Init(ConstructionPrototype prototype)
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{
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Prototype = prototype;
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Stage = 1;
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if(prototype.Stages[1].Icon != null)
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{
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Sprite.AddLayerWithSprite(prototype.Stages[1].Icon);
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}
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else
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{
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Sprite.AddLayerWithSprite(prototype.Icon);
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}
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}
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bool TryProcessStep(ConstructionStep step, IEntity slapped, IEntity user)
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{
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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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var sound = EntitySystem.Get<AudioSystem>();
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switch (step)
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{
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case ConstructionStepMaterial matStep:
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if (!slapped.TryGetComponent(out StackComponent stack)
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|| !MaterialStackValidFor(matStep, stack)
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|| !stack.Use(matStep.Amount))
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{
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return false;
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}
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if (matStep.Material == MaterialType.Cable)
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sound.PlayAtCoords("/Audio/items/zip.ogg", Transform.GridPosition);
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else
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sound.PlayAtCoords("/Audio/items/deconstruct.ogg", Transform.GridPosition);
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return true;
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case ConstructionStepTool toolStep:
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if (!slapped.TryGetComponent<ToolComponent>(out var tool))
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return false;
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// Handle welder manually since tool steps specify fuel amount needed, for some reason.
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if (toolStep.ToolQuality.HasFlag(ToolQuality.Welding))
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return slapped.TryGetComponent<WelderComponent>(out var welder)
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&& welder.UseTool(user, Owner, toolStep.ToolQuality, toolStep.Amount);
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return tool.UseTool(user, Owner, toolStep.ToolQuality);
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default:
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throw new NotImplementedException();
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}
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}
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private static Dictionary<StackType, MaterialType> StackTypeMap
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= new Dictionary<StackType, MaterialType>
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{
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{ StackType.Cable, MaterialType.Cable },
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{ StackType.Gold, MaterialType.Gold },
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{ StackType.Glass, MaterialType.Glass },
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{ StackType.Metal, MaterialType.Metal }
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};
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// Really this should check the actual materials at play..
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public static bool MaterialStackValidFor(ConstructionStepMaterial step, StackComponent stack)
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{
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return StackTypeMap.TryGetValue((StackType)stack.StackType, out var should) && should == step.Material;
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serializer.DataReadWriteFunction("stage", 0,
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value => Stage = value, () => Stage);
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}
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}
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}
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