Data-oriented Construction System (#2152)

- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos

Co-authored-by: Exp <theexp111@gmail.com>
This commit is contained in:
Víctor Aguilera Puerto
2020-10-08 17:41:23 +02:00
committed by GitHub
parent a6647e8de1
commit 745401a41e
261 changed files with 3886 additions and 11986 deletions

View File

@@ -1,29 +1,30 @@
using System;
#nullable enable
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Construction;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Shared.Construction;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Interfaces;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.EntitySystems
{
@@ -33,548 +34,425 @@ namespace Content.Server.GameObjects.EntitySystems
[UsedImplicitly]
internal class ConstructionSystem : SharedConstructionSystem
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
private readonly Dictionary<string, ConstructionPrototype> _craftRecipes = new Dictionary<string, ConstructionPrototype>();
private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new Dictionary<ICommonSession, HashSet<int>>();
public IReadOnlyDictionary<string, ConstructionPrototype> CraftRecipes => _craftRecipes;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
foreach (var prototype in _prototypeManager.EnumeratePrototypes<ConstructionPrototype>())
{
_craftRecipes.Add(prototype.Result, prototype);
}
SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
SubscribeLocalEvent<AfterInteractMessage>(HandleToolInteraction);
}
private void HandleStartStructureConstruction(TryStartStructureConstructionMessage msg, EntitySessionEventArgs args)
private IEnumerable<IEntity> EnumerateNearby(IEntity user)
{
var placingEnt = args.SenderSession.AttachedEntity;
var result = TryStartStructureConstruction(placingEnt, msg.Location, msg.PrototypeName, msg.Angle);
if (!result) return;
var responseMsg = new AckStructureConstructionMessage(msg.Ack);
var channel = ((IPlayerSession) args.SenderSession).ConnectedClient;
RaiseNetworkEvent(responseMsg, channel);
}
private void HandleStartItemConstruction(TryStartItemConstructionMessage msg, EntitySessionEventArgs args)
{
var placingEnt = args.SenderSession.AttachedEntity;
TryStartItemConstruction(placingEnt, msg.PrototypeName);
}
private async void HandleToolInteraction(AfterInteractMessage msg)
{
if(msg.Handled)
return;
// You can only construct/deconstruct things within reach
if(!msg.CanReach)
return;
var targetEnt = msg.Attacked;
var handEnt = msg.ItemInHand;
// A tool has to interact with an entity.
if(targetEnt is null || handEnt is null)
return;
if (!handEnt.InRangeUnobstructed(targetEnt, ignoreInsideBlocker: true))
return;
// Cannot deconstruct an entity with no prototype.
var targetPrototype = targetEnt.MetaData.EntityPrototype;
if (targetPrototype is null)
return;
// the target entity is in the process of being constructed/deconstructed
if (msg.Attacked.TryGetComponent<ConstructionComponent>(out var constructComp))
if (user.TryGetComponent(out HandsComponent? hands))
{
var result = await TryConstructEntity(constructComp, handEnt, msg.User);
// TryConstructEntity may delete the existing entity
msg.Handled = result;
}
else // try to start the deconstruction process
{
// A tool was not used on the entity.
if (!handEnt.TryGetComponent<IToolComponent>(out var toolComp))
return;
// no known recipe for entity
if (!_craftRecipes.TryGetValue(targetPrototype.ID, out var prototype))
return;
// there is a recipe, but it can't be deconstructed.
var lastStep = prototype.Stages[^1].Backward;
if (!(lastStep is ConstructionStepTool))
return;
// wrong tool
var caps = ((ConstructionStepTool) lastStep).ToolQuality;
if ((toolComp.Qualities & caps) == 0)
return;
// ask around and see if the deconstruction prerequisites are satisfied
// (remove bulbs, approved access, open panels, etc)
var deconCompMsg = new BeginDeconstructCompMsg(msg.User);
targetEnt.SendMessage(null, deconCompMsg);
if(deconCompMsg.BlockDeconstruct)
return;
var deconEntMsg = new BeginDeconstructEntityMsg(msg.User, handEnt, targetEnt);
RaiseLocalEvent(deconEntMsg);
if(deconEntMsg.BlockDeconstruct)
return;
// --- GOOD TO GO ---
msg.Handled = true;
// pop off the material and switch to frame
var targetEntPos = targetEnt.Transform.MapPosition;
if (prototype.Stages.Count <= 2) // there are no intermediate stages
foreach (var itemComponent in hands?.GetAllHeldItems()!)
{
targetEnt.Delete();
SpawnIngredient(targetEntPos, prototype.Stages[(prototype.Stages.Count - 2)].Forward as ConstructionStepMaterial);
}
else // replace ent with intermediate
{
// Spawn frame
var frame = SpawnCopyTransform("structureconstructionframe", targetEnt.Transform);
var construction = frame.GetComponent<ConstructionComponent>();
SetupComponent(construction, prototype);
construction.Stage = prototype.Stages.Count - 2;
SetupDeconIntermediateSprite(construction, prototype);
frame.Transform.LocalRotation = targetEnt.Transform.LocalRotation;
if (targetEnt.Prototype.Components.TryGetValue("Item", out var itemProtoComp))
if (itemComponent.Owner.TryGetComponent(out ServerStorageComponent? storage))
{
if(frame.HasComponent<ItemComponent>())
frame.RemoveComponent<ItemComponent>();
var itemComp = frame.AddComponent<ItemComponent>();
var serializer = YamlObjectSerializer.NewReader(itemProtoComp);
itemComp.ExposeData(serializer);
foreach (var storedEntity in storage.StoredEntities!)
{
yield return storedEntity;
}
}
ReplaceInContainerOrGround(targetEnt, frame);
// remove target
targetEnt.Delete();
// spawn material
SpawnIngredient(targetEntPos, prototype.Stages[(prototype.Stages.Count-2)].Forward as ConstructionStepMaterial);
yield return itemComponent.Owner;
}
}
if (user!.TryGetComponent(out InventoryComponent? inventory))
{
foreach (var held in inventory.GetAllHeldItems())
{
if (held.TryGetComponent(out ServerStorageComponent? storage))
{
foreach (var storedEntity in storage.StoredEntities!)
{
yield return storedEntity;
}
}
yield return held;
}
}
foreach (var near in _entityManager.GetEntitiesInRange(user!, 2f, true))
{
yield return near;
}
}
private IEntity SpawnCopyTransform(string prototypeId, ITransformComponent toReplace)
private async Task<IEntity?> Construct(IEntity user, string materialContainer, ConstructionGraphPrototype graph, ConstructionGraphEdge edge, ConstructionGraphNode targetNode)
{
var frame = EntityManager.SpawnEntity(prototypeId, toReplace.MapPosition);
frame.Transform.WorldRotation = toReplace.WorldRotation;
frame.Transform.ParentUid = toReplace.ParentUid;
return frame;
// We need a place to hold our construction items!
var container = ContainerManagerComponent.Ensure<Container>(materialContainer, user, out var existed);
if (existed)
{
user.PopupMessageCursor(Loc.GetString("You can't start another construction now!"));
return null;
}
var containers = new Dictionary<string, Container>();
var doAfterTime = 0f;
// HOLY SHIT THIS IS SOME HACKY CODE.
// But I'd rather do this shit than risk having collisions with other containers.
Container GetContainer(string name)
{
if (containers!.ContainsKey(name))
return containers[name];
while (true)
{
var random = _robustRandom.Next();
var c = ContainerManagerComponent.Ensure<Container>(random.ToString(), user!, out var existed);
if (existed) continue;
containers[name] = c;
return c;
}
}
void FailCleanup()
{
foreach (var entity in container!.ContainedEntities.ToArray())
{
container.Remove(entity);
}
foreach (var cont in containers!.Values)
{
foreach (var entity in cont.ContainedEntities.ToArray())
{
cont.Remove(entity);
}
}
// If we don't do this, items are invisible for some fucking reason. Nice.
Timer.Spawn(1, ShutdownContainers);
}
void ShutdownContainers()
{
container!.Shutdown();
foreach (var c in containers!.Values.ToArray())
{
c.Shutdown();
}
}
var failed = false;
var steps = new List<ConstructionGraphStep>();
foreach (var step in edge.Steps)
{
doAfterTime += step.DoAfter;
var handled = false;
switch (step)
{
case MaterialConstructionGraphStep materialStep:
foreach (var entity in EnumerateNearby(user))
{
if (!materialStep.EntityValid(entity, out var sharedStack))
continue;
var stack = (StackComponent) sharedStack;
if (!stack.Split(materialStep.Amount, user.ToCoordinates(), out var newStack))
continue;
if (string.IsNullOrEmpty(materialStep.Store))
{
if (!container.Insert(newStack))
continue;
}
else if (!GetContainer(materialStep.Store).Insert(newStack))
continue;
handled = true;
break;
}
break;
case ComponentConstructionGraphStep componentStep:
foreach (var entity in EnumerateNearby(user))
{
if (!componentStep.EntityValid(entity))
continue;
if (string.IsNullOrEmpty(componentStep.Store))
{
if (!container.Insert(entity))
continue;
}
else if (!GetContainer(componentStep.Store).Insert(entity))
continue;
handled = true;
break;
}
break;
case PrototypeConstructionGraphStep prototypeStep:
foreach (var entity in EnumerateNearby(user))
{
if (!prototypeStep.EntityValid(entity))
continue;
if (string.IsNullOrEmpty(prototypeStep.Store))
{
if (!container.Insert(entity))
continue;
}
else if (!GetContainer(prototypeStep.Store).Insert(entity))
{
continue;
}
handled = true;
break;
}
break;
}
if (handled == false)
{
failed = true;
break;
}
steps.Add(step);
}
if (failed)
{
user.PopupMessageCursor(Loc.GetString("You don't have the materials to build that!"));
FailCleanup();
return null;
}
var doAfterSystem = Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, doAfterTime)
{
BreakOnDamage = true,
BreakOnStun = true,
BreakOnTargetMove = false,
BreakOnUserMove = true,
NeedHand = true,
};
if (await doAfterSystem.DoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
{
FailCleanup();
return null;
}
var newEntity = _entityManager.SpawnEntity(graph.Nodes[edge.Target].Entity, user.Transform.Coordinates);
// Yes, this should throw if it's missing the component.
var construction = newEntity.GetComponent<ConstructionComponent>();
// We attempt to set the pathfinding target.
construction.Target = targetNode;
// We preserve the containers...
foreach (var (name, cont) in containers)
{
var newCont = ContainerManagerComponent.Ensure<Container>(name, newEntity);
foreach (var entity in cont.ContainedEntities.ToArray())
{
cont.ForceRemove(entity);
newCont.Insert(entity);
}
}
// We now get rid of all them.
ShutdownContainers();
// We have step completed steps!
foreach (var step in steps)
{
foreach (var completed in step.Completed)
{
await completed.PerformAction(newEntity, user);
}
}
// And we also have edge completed effects!
foreach (var completed in edge.Completed)
{
await completed.PerformAction(newEntity, user);
}
return newEntity;
}
private static void SetupDeconIntermediateSprite(ConstructionComponent constructionComponent, ConstructionPrototype prototype)
private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
{
if(!constructionComponent.Owner.TryGetComponent<SpriteComponent>(out var spriteComp))
return;
var constructionPrototype = _prototypeManager.Index<ConstructionPrototype>(ev.PrototypeName);
var constructionGraph = _prototypeManager.Index<ConstructionGraphPrototype>(constructionPrototype.Graph);
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
for (var i = prototype.Stages.Count - 1; i >= 0; i--)
var user = args.SenderSession.AttachedEntity;
if (user == null || !ActionBlockerSystem.CanInteract(user)) return;
if (!user.TryGetComponent(out HandsComponent? hands)) return;
foreach (var condition in constructionPrototype.Conditions)
{
if (prototype.Stages[i].Icon != null)
if (!condition.Condition(user, user.ToCoordinates(), Direction.South))
return;
}
if(pathFind == null)
throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
var edge = startNode.GetEdge(pathFind[0].Name);
if(edge == null)
throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
// No support for conditions here!
foreach (var step in edge.Steps)
{
switch (step)
{
spriteComp.AddLayerWithSprite(prototype.Stages[1].Icon);
case ToolConstructionGraphStep _:
case NestedConstructionGraphStep _:
throw new InvalidDataException("Invalid first step for construction recipe!");
}
}
var item = await Construct(user, "item_construction", constructionGraph, edge, targetNode);
if(item != null && item.TryGetComponent(out ItemComponent? itemComp))
hands.PutInHandOrDrop(itemComp);
}
private async void HandleStartStructureConstruction(TryStartStructureConstructionMessage ev, EntitySessionEventArgs args)
{
var constructionPrototype = _prototypeManager.Index<ConstructionPrototype>(ev.PrototypeName);
var constructionGraph = _prototypeManager.Index<ConstructionGraphPrototype>(constructionPrototype.Graph);
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
var user = args.SenderSession.AttachedEntity;
if (_beingBuilt.TryGetValue(args.SenderSession, out var set))
{
if (!set.Add(ev.Ack))
{
user.PopupMessageCursor(Loc.GetString("You are already building that!"));
return;
}
}
else
{
var newSet = new HashSet<int> {ev.Ack};
_beingBuilt[args.SenderSession] = newSet;
}
foreach (var condition in constructionPrototype.Conditions)
{
if (!condition.Condition(user, ev.Location, ev.Angle.GetCardinalDir()))
{
Cleanup();
return;
}
}
spriteComp.AddLayerWithSprite(prototype.Icon);
}
public void SpawnIngredient(MapCoordinates position, ConstructionStepMaterial lastStep)
{
if(lastStep is null)
return;
var material = lastStep.Material;
var quantity = lastStep.Amount;
var matEnt = EntityManager.SpawnEntity(MaterialPrototypes[material], position);
if (matEnt.TryGetComponent<StackComponent>(out var stackComp))
void Cleanup()
{
stackComp.Count = quantity;
}
else
{
quantity--; // already spawned one above
while (quantity > 0)
{
EntityManager.SpawnEntity(MaterialPrototypes[material], position);
quantity--;
}
}
}
private static readonly Dictionary<ConstructionStepMaterial.MaterialType, string> MaterialPrototypes =
new Dictionary<ConstructionStepMaterial.MaterialType, string>
{
{ ConstructionStepMaterial.MaterialType.Cable, "CableStack1" },
{ ConstructionStepMaterial.MaterialType.Gold, "GoldStack1" },
{ ConstructionStepMaterial.MaterialType.Metal, "SteelSheet1" },
{ ConstructionStepMaterial.MaterialType.Glass, "GlassSheet1" }
};
private bool TryStartStructureConstruction(IEntity placingEnt, EntityCoordinates loc, string prototypeName, Angle angle)
{
var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
if (!placingEnt.InRangeUnobstructed(loc, ignoreInsideBlocker: prototype.CanBuildInImpassable, popup: true))
{
return false;
_beingBuilt[args.SenderSession].Remove(ev.Ack);
}
if (prototype.Stages.Count < 2)
{
throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages.");
}
var stage0 = prototype.Stages[0];
if (!(stage0.Forward is ConstructionStepMaterial matStep))
{
throw new NotImplementedException();
}
// Try to find the stack with the material in the user's hand.
if(!placingEnt.TryGetComponent<HandsComponent>(out var hands))
{
return false;
};
var activeHand = hands.GetActiveHand?.Owner;
if (activeHand == null)
{
return false;
}
if (!activeHand.TryGetComponent(out StackComponent stack) || !MaterialStackValidFor(matStep, stack))
{
return false;
}
if (!stack.Use(matStep.Amount))
{
return false;
}
// OK WE'RE GOOD CONSTRUCTION STARTED.
Get<AudioSystem>().PlayAtCoords("/Audio/Items/deconstruct.ogg", loc);
if (prototype.Stages.Count == 2)
{
// Exactly 2 stages, so don't make an intermediate frame.
var ent = EntityManager.SpawnEntity(prototype.Result, loc);
ent.Transform.LocalRotation = angle;
}
else
{
var frame = EntityManager.SpawnEntity("structureconstructionframe", loc);
var construction = frame.GetComponent<ConstructionComponent>();
SetupComponent(construction, prototype);
frame.Transform.LocalRotation = angle;
}
return true;
}
private void TryStartItemConstruction(IEntity placingEnt, string prototypeName)
{
if (!ActionBlockerSystem.CanInteract(placingEnt)) return;
var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
if (prototype.Stages.Count < 2)
{
throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages.");
}
var stage0 = prototype.Stages[0];
if (!(stage0.Forward is ConstructionStepMaterial matStep))
{
throw new NotImplementedException();
}
// Try to find the stack with the material in the user's hand.
if (!placingEnt.TryGetComponent(out HandsComponent hands)) return;
var activeHand = hands.GetActiveHand?.Owner;
if (activeHand == null)
if (user == null
|| !ActionBlockerSystem.CanInteract(user)
|| !user.TryGetComponent(out HandsComponent? hands) || hands.GetActiveHand == null
|| !user.InRangeUnobstructed(ev.Location, ignoreInsideBlocker:constructionPrototype.CanBuildInImpassable))
{
Cleanup();
return;
}
if (!activeHand.TryGetComponent(out StackComponent stack) || !MaterialStackValidFor(matStep, stack))
if(pathFind == null)
throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
var edge = startNode.GetEdge(pathFind[0].Name);
if(edge == null)
throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
var valid = false;
var holding = hands.GetActiveHand?.Owner;
if (holding == null)
{
Cleanup();
return;
}
if (!stack.Use(matStep.Amount))
// No support for conditions here!
foreach (var step in edge.Steps)
{
switch (step)
{
case EntityInsertConstructionGraphStep entityInsert:
if (entityInsert.EntityValid(holding))
valid = true;
break;
case ToolConstructionGraphStep _:
case NestedConstructionGraphStep _:
throw new InvalidDataException("Invalid first step for item recipe!");
}
if (valid)
break;
}
if (!valid)
{
Cleanup();
return;
}
// OK WE'RE GOOD CONSTRUCTION STARTED.
Get<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", placingEnt);
if (prototype.Stages.Count == 2)
var structure = await Construct(user, (ev.Ack + constructionPrototype.GetHashCode()).ToString(), constructionGraph, edge, targetNode);
if (structure == null)
{
// Exactly 2 stages, so don't make an intermediate frame.
var ent = SpawnCopyTransform(prototype.Result, placingEnt.Transform);
hands.PutInHandOrDrop(ent.GetComponent<ItemComponent>());
}
else
{
var frame = SpawnCopyTransform("structureconstructionframe", placingEnt.Transform);
var construction = frame.GetComponent<ConstructionComponent>();
SetupComponent(construction, prototype);
var finalPrototype = _prototypeManager.Index<EntityPrototype>(prototype.Result);
if (finalPrototype.Components.TryGetValue("Item", out var itemProtoComp))
{
if(frame.HasComponent<ItemComponent>())
frame.RemoveComponent<ItemComponent>();
var itemComp = frame.AddComponent<ItemComponent>();
var serializer = YamlObjectSerializer.NewReader(itemProtoComp);
itemComp.ExposeData(serializer);
hands.PutInHandOrDrop(itemComp);
}
}
}
private async Task<bool> TryConstructEntity(ConstructionComponent constructionComponent, IEntity handTool, IEntity user)
{
var constructEntity = constructionComponent.Owner;
var spriteComponent = constructEntity.GetComponent<SpriteComponent>();
var transformComponent = constructEntity.GetComponent<ITransformComponent>();
// default interaction check for AttackBy allows inside blockers, so we will check if its blocked if
// we're not allowed to build on impassable stuff
var constructPrototype = constructionComponent.Prototype;
if (constructPrototype.CanBuildInImpassable == false)
{
if (!user.InRangeUnobstructed(constructEntity, popup: true))
return false;
Cleanup();
return;
}
var stage = constructPrototype.Stages[constructionComponent.Stage];
structure.Transform.Coordinates = ev.Location;
structure.Transform.LocalRotation = ev.Angle;
if (await TryProcessStep(constructEntity, stage.Forward, handTool, user, transformComponent.Coordinates))
{
constructionComponent.Stage++;
if (constructionComponent.Stage == constructPrototype.Stages.Count - 1)
{
// Oh boy we get to finish construction!
var ent = SpawnCopyTransform(constructPrototype.Result, transformComponent);
ent.Transform.LocalRotation = transformComponent.LocalRotation;
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
ReplaceInContainerOrGround(constructEntity, ent);
constructEntity.Delete();
return true;
}
stage = constructPrototype.Stages[constructionComponent.Stage];
if (stage.Icon != null)
{
spriteComponent.LayerSetSprite(0, stage.Icon);
}
}
else if (await TryProcessStep(constructEntity, stage.Backward, handTool, user, transformComponent.Coordinates))
{
constructionComponent.Stage--;
stage = constructPrototype.Stages[constructionComponent.Stage];
// If forward needed a material, drop it
SpawnIngredient(constructEntity.Transform.MapPosition, stage.Forward as ConstructionStepMaterial);
if (constructionComponent.Stage == 0)
{
// Deconstruction complete.
constructEntity.Delete();
return true;
}
if (stage.Icon != null)
{
spriteComponent.LayerSetSprite(0, stage.Icon);
}
}
return true;
}
private static void ReplaceInContainerOrGround(IEntity oldEntity, IEntity newEntity)
{
var parentEntity = oldEntity.Transform.Parent?.Owner;
if (!(parentEntity is null) && parentEntity.TryGetComponent<IContainerManager>(out var containerMan))
{
if (containerMan.TryGetContainer(oldEntity, out var container))
{
container.ForceRemove(oldEntity);
container.Insert(newEntity);
}
}
}
private async Task<bool> TryProcessStep(IEntity constructEntity, ConstructionStep step, IEntity slapped, IEntity user, EntityCoordinates gridCoords)
{
if (step == null)
{
return false;
}
var sound = EntitySystemManager.GetEntitySystem<AudioSystem>();
switch (step)
{
case ConstructionStepMaterial matStep:
if (!slapped.TryGetComponent(out StackComponent stack)
|| !MaterialStackValidFor(matStep, stack)
|| !stack.Use(matStep.Amount))
{
return false;
}
if (matStep.Material == ConstructionStepMaterial.MaterialType.Cable)
sound.PlayAtCoords("/Audio/Items/zip.ogg", gridCoords);
else
sound.PlayAtCoords("/Audio/Items/deconstruct.ogg", gridCoords);
return true;
case ConstructionStepTool toolStep:
if (!slapped.TryGetComponent<ToolComponent>(out var tool))
return false;
// Handle welder manually since tool steps specify fuel amount needed, for some reason.
if (toolStep.ToolQuality.HasFlag(ToolQuality.Welding))
return slapped.TryGetComponent<WelderComponent>(out var welder)
&& await welder.UseTool(user, constructEntity, toolStep.DoAfterDelay, toolStep.ToolQuality, toolStep.Amount);
return await tool.UseTool(user, constructEntity, toolStep.DoAfterDelay, toolStep.ToolQuality);
default:
throw new NotImplementedException();
}
}
// Really this should check the actual materials at play..
private static readonly Dictionary<StackType, ConstructionStepMaterial.MaterialType> StackTypeMap
= new Dictionary<StackType, ConstructionStepMaterial.MaterialType>
{
{ StackType.Cable, ConstructionStepMaterial.MaterialType.Cable },
{ StackType.Gold, ConstructionStepMaterial.MaterialType.Gold },
{ StackType.Glass, ConstructionStepMaterial.MaterialType.Glass },
{ StackType.Metal, ConstructionStepMaterial.MaterialType.Metal }
};
private static bool MaterialStackValidFor(ConstructionStepMaterial step, StackComponent stack)
{
return StackTypeMap.TryGetValue((StackType)stack.StackType, out var should) && should == step.Material;
}
private void SetupComponent(ConstructionComponent constructionComponent, ConstructionPrototype prototype)
{
constructionComponent.Prototype = prototype;
constructionComponent.Stage = 1;
var spriteComp = constructionComponent.Owner.GetComponent<SpriteComponent>();
if(prototype.Stages[1].Icon != null)
{
spriteComp.AddLayerWithSprite(prototype.Stages[1].Icon);
}
else
{
spriteComp.AddLayerWithSprite(prototype.Icon);
}
var frame = constructionComponent.Owner;
var finalPrototype = _prototypeManager.Index<EntityPrototype>(prototype.Result);
frame.Name = $"Unfinished {finalPrototype.Name}";
}
}
/// <summary>
/// A system message that is raised when an entity is trying to be deconstructed.
/// </summary>
public class BeginDeconstructEntityMsg : EntitySystemMessage
{
/// <summary>
/// Entity that initiated the deconstruction.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Tool in the active hand of the user.
/// </summary>
public IEntity Hand { get; }
/// <summary>
/// Target entity that is trying to be deconstructed.
/// </summary>
public IEntity Target { 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="BeginDeconstructEntityMsg"/>.
/// </summary>
/// <param name="user">Entity that initiated the deconstruction.</param>
/// <param name="hand">Tool in the active hand of the user.</param>
/// <param name="target">Target entity that is trying to be deconstructed.</param>
public BeginDeconstructEntityMsg(IEntity user, IEntity hand, IEntity target)
{
User = user;
Hand = hand;
Target = target;
}
}
/// <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;
Cleanup();
}
}
}