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.
This commit is contained in:
@@ -1,20 +1,27 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Construction;
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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.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 JetBrains.Annotations;
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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 Robust.Server.Interfaces.Player;
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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.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.EntitySystems
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{
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@@ -27,16 +34,25 @@ namespace Content.Server.GameObjects.EntitySystems
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IServerEntityManager _serverEntityManager;
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[Dependency] private readonly IServerNotifyManager _notifyManager;
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#pragma warning restore 649
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private readonly Dictionary<string, ConstructionPrototype> _craftRecipes = new Dictionary<string, ConstructionPrototype>();
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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foreach (var prototype in _prototypeManager.EnumeratePrototypes<ConstructionPrototype>())
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{
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_craftRecipes.Add(prototype.Result, prototype);
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}
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SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
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SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
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SubscribeLocalEvent<AfterAttackMessage>(HandleToolInteraction);
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}
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private void HandleStartStructureConstruction(TryStartStructureConstructionMessage msg, EntitySessionEventArgs args)
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@@ -55,6 +71,168 @@ namespace Content.Server.GameObjects.EntitySystems
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TryStartItemConstruction(placingEnt, msg.PrototypeName);
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}
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private void HandleToolInteraction(AfterAttackMessage msg)
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{
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if(msg.Handled)
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return;
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var targetEnt = msg.Attacked;
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var handEnt = msg.ItemInHand;
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// A tool has to interact with an entity.
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if(targetEnt is null || handEnt is null)
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return;
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// Cannot deconstruct an entity with no prototype.
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var targetPrototype = targetEnt.MetaData.EntityPrototype;
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if (targetPrototype is null)
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return;
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// the target entity is in the process of being constructed/deconstructed
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if (msg.Attacked.TryGetComponent<ConstructionComponent>(out var constructComp))
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{
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var result = TryConstructEntity(constructComp, handEnt, msg.User);
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// TryConstructEntity may delete the existing entity
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msg.Handled = result;
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}
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else // try to start the deconstruction process
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{
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// A tool was not used on the entity.
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if (!handEnt.TryGetComponent<IToolComponent>(out var toolComp))
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return;
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// no known recipe for entity
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if (!_craftRecipes.TryGetValue(targetPrototype.ID, out var prototype))
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{
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_notifyManager.PopupMessage(msg.Attacked, msg.User,
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"Cannot be deconstructed.");
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return;
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}
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// there is a recipe, but it can't be deconstructed.
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var lastStep = prototype.Stages[^1].Backward;
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if (!(lastStep is ConstructionStepTool))
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{
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_notifyManager.PopupMessage(msg.Attacked, msg.User,
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"Cannot be deconstructed.");
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return;
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}
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// wrong tool
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var caps = ((ConstructionStepTool) lastStep).ToolQuality;
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if ((toolComp.Qualities & caps) == 0)
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{
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_notifyManager.PopupMessage(msg.Attacked, msg.User,
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"Wrong tool to start deconstruct.");
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return;
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}
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// ask around and see if the deconstruction prerequisites are satisfied
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// (remove bulbs, approved access, open panels, etc)
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var deconCompMsg = new BeginDeconstructCompMsg(msg.User);
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targetEnt.SendMessage(null, deconCompMsg);
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if(deconCompMsg.BlockDeconstruct)
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return;
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var deconEntMsg = new BeginDeconstructEntityMsg(msg.User, handEnt, targetEnt);
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RaiseLocalEvent(deconEntMsg);
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if(deconEntMsg.BlockDeconstruct)
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return;
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// --- GOOD TO GO ---
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// pop off the material and switch to frame
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var targetEntPos = targetEnt.Transform.MapPosition;
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if (prototype.Stages.Count <= 2) // there are no intermediate stages
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{
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targetEnt.Delete();
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SpawnIngredient(targetEntPos, prototype.Stages[(prototype.Stages.Count - 2)].Forward as ConstructionStepMaterial);
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}
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else // replace ent with intermediate
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{
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// Spawn frame
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var frame = EntityManager.SpawnEntity("structureconstructionframe", targetEntPos);
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var construction = frame.GetComponent<ConstructionComponent>();
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SetupComponent(construction, prototype);
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construction.Stage = prototype.Stages.Count - 2;
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SetupDeconIntermediateSprite(construction, prototype);
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frame.Transform.LocalRotation = targetEnt.Transform.LocalRotation;
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if (targetEnt.Prototype.Components.TryGetValue("Item", out var itemProtoComp))
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{
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if(frame.HasComponent<ItemComponent>())
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frame.RemoveComponent<ItemComponent>();
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var itemComp = frame.AddComponent<ItemComponent>();
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var serializer = YamlObjectSerializer.NewReader(itemProtoComp);
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itemComp.ExposeData(serializer);
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}
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ReplaceInContainerOrGround(targetEnt, frame);
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// remove target
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targetEnt.Delete();
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// spawn material
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SpawnIngredient(targetEntPos, prototype.Stages[(prototype.Stages.Count-2)].Forward as ConstructionStepMaterial);
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}
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}
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}
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private static void SetupDeconIntermediateSprite(ConstructionComponent constructionComponent, ConstructionPrototype prototype)
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{
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if(!constructionComponent.Owner.TryGetComponent<SpriteComponent>(out var spriteComp))
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return;
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for (var i = prototype.Stages.Count - 1; i < 0; i--)
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{
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if (prototype.Stages[i].Icon != null)
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{
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spriteComp.AddLayerWithSprite(prototype.Stages[1].Icon);
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return;
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}
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}
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spriteComp.AddLayerWithSprite(prototype.Icon);
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}
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private void SpawnIngredient(MapCoordinates position, ConstructionStepMaterial lastStep)
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{
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if(lastStep is null)
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return;
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var material = lastStep.Material;
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var quantity = lastStep.Amount;
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var matEnt = EntityManager.SpawnEntity(MaterialPrototypes[material], position);
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if (matEnt.TryGetComponent<StackComponent>(out var stackComp))
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{
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stackComp.Count = quantity;
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}
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else
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{
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quantity--; // already spawned one above
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while (quantity > 0)
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{
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EntityManager.SpawnEntity(MaterialPrototypes[material], position);
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quantity--;
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}
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}
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}
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private static readonly Dictionary<ConstructionStepMaterial.MaterialType, string> MaterialPrototypes =
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new Dictionary<ConstructionStepMaterial.MaterialType, string>
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{
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{ ConstructionStepMaterial.MaterialType.Cable, "CableStack1" },
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{ ConstructionStepMaterial.MaterialType.Gold, "GoldStack1" },
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{ ConstructionStepMaterial.MaterialType.Metal, "SteelSheet1" },
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{ ConstructionStepMaterial.MaterialType.Glass, "GlassSheet1" }
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};
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private bool TryStartStructureConstruction(IEntity placingEnt, GridCoordinates loc, string prototypeName, Angle angle)
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{
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var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
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@@ -84,7 +262,7 @@ namespace Content.Server.GameObjects.EntitySystems
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return false;
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}
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if (!activeHand.TryGetComponent(out StackComponent stack) || !ConstructionComponent.MaterialStackValidFor(matStep, stack))
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if (!activeHand.TryGetComponent(out StackComponent stack) || !MaterialStackValidFor(matStep, stack))
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{
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return false;
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}
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@@ -99,14 +277,14 @@ namespace Content.Server.GameObjects.EntitySystems
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if (prototype.Stages.Count == 2)
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{
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// Exactly 2 stages, so don't make an intermediate frame.
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var ent = _serverEntityManager.SpawnEntity(prototype.Result, loc);
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var ent = EntityManager.SpawnEntity(prototype.Result, loc);
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ent.Transform.LocalRotation = angle;
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}
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else
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{
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var frame = _serverEntityManager.SpawnEntity("structureconstructionframe", loc);
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var frame = EntityManager.SpawnEntity("structureconstructionframe", loc);
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var construction = frame.GetComponent<ConstructionComponent>();
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construction.Init(prototype);
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SetupComponent(construction, prototype);
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frame.Transform.LocalRotation = angle;
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}
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@@ -136,7 +314,7 @@ namespace Content.Server.GameObjects.EntitySystems
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return;
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}
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if (!activeHand.TryGetComponent(out StackComponent stack) || !ConstructionComponent.MaterialStackValidFor(matStep, stack))
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if (!activeHand.TryGetComponent(out StackComponent stack) || !MaterialStackValidFor(matStep, stack))
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{
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return;
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}
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@@ -151,17 +329,243 @@ namespace Content.Server.GameObjects.EntitySystems
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if (prototype.Stages.Count == 2)
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{
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// Exactly 2 stages, so don't make an intermediate frame.
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var ent = _serverEntityManager.SpawnEntity(prototype.Result, placingEnt.Transform.GridPosition);
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var ent = EntityManager.SpawnEntity(prototype.Result, placingEnt.Transform.GridPosition);
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hands.PutInHandOrDrop(ent.GetComponent<ItemComponent>());
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}
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else
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{
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//TODO: Make these viable as an item and try putting them in the players hands
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var frame = _serverEntityManager.SpawnEntity("structureconstructionframe", placingEnt.Transform.GridPosition);
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var frame = EntityManager.SpawnEntity("structureconstructionframe", placingEnt.Transform.GridPosition);
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var construction = frame.GetComponent<ConstructionComponent>();
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construction.Init(prototype);
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SetupComponent(construction, prototype);
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var finalPrototype = _prototypeManager.Index<EntityPrototype>(prototype.Result);
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if (finalPrototype.Components.TryGetValue("Item", out var itemProtoComp))
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{
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if(frame.HasComponent<ItemComponent>())
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frame.RemoveComponent<ItemComponent>();
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var itemComp = frame.AddComponent<ItemComponent>();
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var serializer = YamlObjectSerializer.NewReader(itemProtoComp);
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itemComp.ExposeData(serializer);
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hands.PutInHandOrDrop(itemComp);
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}
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}
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}
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private bool TryConstructEntity(ConstructionComponent constructionComponent, IEntity handTool, IEntity user)
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{
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var constructEntity = constructionComponent.Owner;
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var spriteComponent = constructEntity.GetComponent<SpriteComponent>();
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var transformComponent = constructEntity.GetComponent<ITransformComponent>();
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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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var constructPrototype = constructionComponent.Prototype;
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if (constructPrototype.CanBuildInImpassable == false)
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{
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if (!InteractionChecks.InRangeUnobstructed(user, constructEntity.Transform.MapPosition))
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return false;
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}
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var stage = constructPrototype.Stages[constructionComponent.Stage];
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if (TryProcessStep(constructEntity, stage.Forward, handTool, user, transformComponent.GridPosition))
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{
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constructionComponent.Stage++;
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if (constructionComponent.Stage == constructPrototype.Stages.Count - 1)
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{
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// Oh boy we get to finish construction!
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var ent = EntityManager.SpawnEntity(constructPrototype.Result, transformComponent.GridPosition);
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ent.Transform.LocalRotation = transformComponent.LocalRotation;
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ReplaceInContainerOrGround(constructEntity, ent);
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constructEntity.Delete();
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return true;
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}
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stage = constructPrototype.Stages[constructionComponent.Stage];
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if (stage.Icon != null)
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{
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spriteComponent.LayerSetSprite(0, stage.Icon);
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}
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}
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else if (TryProcessStep(constructEntity, stage.Backward, handTool, user, transformComponent.GridPosition))
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{
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constructionComponent.Stage--;
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stage = constructPrototype.Stages[constructionComponent.Stage];
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// If forward needed a material, drop it
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SpawnIngredient(constructEntity.Transform.MapPosition, stage.Forward as ConstructionStepMaterial);
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if (constructionComponent.Stage == 0)
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{
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// Deconstruction complete.
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constructEntity.Delete();
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return true;
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}
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if (stage.Icon != null)
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{
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spriteComponent.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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private static void ReplaceInContainerOrGround(IEntity oldEntity, IEntity newEntity)
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{
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var parentEntity = oldEntity.Transform.Parent?.Owner;
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if (!(parentEntity is null) && parentEntity.TryGetComponent<IContainerManager>(out var containerMan))
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{
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if (containerMan.TryGetContainer(oldEntity, out var container))
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{
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container.ForceRemove(oldEntity);
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container.Insert(newEntity);
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}
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}
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}
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private bool TryProcessStep(IEntity constructEntity, ConstructionStep step, IEntity slapped, IEntity user, GridCoordinates gridCoords)
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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 = EntitySystemManager.GetEntitySystem<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 == ConstructionStepMaterial.MaterialType.Cable)
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sound.PlayAtCoords("/Audio/items/zip.ogg", gridCoords);
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else
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sound.PlayAtCoords("/Audio/items/deconstruct.ogg", gridCoords);
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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, constructEntity, toolStep.ToolQuality, toolStep.Amount);
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return tool.UseTool(user, constructEntity, 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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// Really this should check the actual materials at play..
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private static readonly Dictionary<StackType, ConstructionStepMaterial.MaterialType> StackTypeMap
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= new Dictionary<StackType, ConstructionStepMaterial.MaterialType>
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{
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{ StackType.Cable, ConstructionStepMaterial.MaterialType.Cable },
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{ StackType.Gold, ConstructionStepMaterial.MaterialType.Gold },
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{ StackType.Glass, ConstructionStepMaterial.MaterialType.Glass },
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{ StackType.Metal, ConstructionStepMaterial.MaterialType.Metal }
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};
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private 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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}
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private void SetupComponent(ConstructionComponent constructionComponent, ConstructionPrototype prototype)
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{
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constructionComponent.Prototype = prototype;
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constructionComponent.Stage = 1;
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var spriteComp = constructionComponent.Owner.GetComponent<SpriteComponent>();
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if(prototype.Stages[1].Icon != null)
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{
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spriteComp.AddLayerWithSprite(prototype.Stages[1].Icon);
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}
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else
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{
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spriteComp.AddLayerWithSprite(prototype.Icon);
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}
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var frame = constructionComponent.Owner;
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var finalPrototype = _prototypeManager.Index<EntityPrototype>(prototype.Result);
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frame.Name = $"Unfinished {finalPrototype.Name}";
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}
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}
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/// <summary>
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/// A system message that is raised when an entity is trying to be deconstructed.
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/// </summary>
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public class BeginDeconstructEntityMsg : EntitySystemMessage
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{
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/// <summary>
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/// Entity that initiated the deconstruction.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Tool in the active hand of the user.
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/// </summary>
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public IEntity Hand { get; }
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/// <summary>
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/// Target entity that is trying to be deconstructed.
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/// </summary>
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public IEntity Target { get; }
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/// <summary>
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/// Set this to true if you would like to block the deconstruction from happening.
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/// </summary>
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public bool BlockDeconstruct { get; set; }
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/// <summary>
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/// Constructs a new instance of <see cref="BeginDeconstructEntityMsg"/>.
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/// </summary>
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/// <param name="user">Entity that initiated the deconstruction.</param>
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/// <param name="hand">Tool in the active hand of the user.</param>
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/// <param name="target">Target entity that is trying to be deconstructed.</param>
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public BeginDeconstructEntityMsg(IEntity user, IEntity hand, IEntity target)
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{
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User = user;
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Hand = hand;
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Target = target;
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}
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}
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/// <summary>
|
||||
/// A component message that is raised when an entity is trying to be deconstructed.
|
||||
/// </summary>
|
||||
public class BeginDeconstructCompMsg : ComponentMessage
|
||||
{
|
||||
/// <summary>
|
||||
/// Entity that initiated the deconstruction.
|
||||
/// </summary>
|
||||
public IEntity User { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Set this to true if you would like to block the deconstruction from happening.
|
||||
/// </summary>
|
||||
public bool BlockDeconstruct { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance of <see cref="BeginDeconstructCompMsg"/>.
|
||||
/// </summary>
|
||||
/// <param name="user">Entity that initiated the deconstruction.</param>
|
||||
public BeginDeconstructCompMsg(IEntity user)
|
||||
{
|
||||
User = user;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user