Localizable craftmenu (#32339)

* Now the name of the target craft items is taken directly from the prototypes

* Deleting unnecessary fields

* Deleting unnecessary fields

* Added suffix field

* Added override via localization keys

* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView

* Fix suffix

* Fix construction ghosts... maybe

* Remove suffix from UI

* Suffixes have been removed from prototypes

* Added a description for the secret door

* Fix search..?

* The Icon field of ConstructionPrototype has been removed

* StackPrototypes used in the construction menu have been localized

* TagConstructionGraphStep used in the construction menu have been localized

* The search bar has been localized

* Fix localization and prototypes

* Recipes are now only loaded when the crafting window is opened.

* Fix crooked merge grid of the crafting menu.

* Localization update

* Fix cyborg graph

* Revert "Recipes are now only loaded when the crafting window is opened."

This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.

* Fix loc

* fix merge

* Fix upstream

* Some of the logic has been moved to Shared

* fix

* Small adjustments

* Very small change

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
Ertanic
2025-05-01 17:21:16 +03:00
committed by GitHub
parent 8d01f90ad2
commit 81507b9d52
125 changed files with 1210 additions and 2476 deletions

View File

@@ -1,11 +1,10 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Popups;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Construction.Steps;
using Content.Shared.Examine;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Wall;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
@@ -15,6 +14,7 @@ using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Construction
{
@@ -25,7 +25,6 @@ namespace Content.Client.Construction
public sealed class ConstructionSystem : SharedConstructionSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
@@ -33,6 +32,8 @@ namespace Content.Client.Construction
private readonly Dictionary<int, EntityUid> _ghosts = new();
private readonly Dictionary<string, ConstructionGuide> _guideCache = new();
private readonly Dictionary<string, string> _recipesMetadataCache = [];
public bool CraftingEnabled { get; private set; }
/// <inheritdoc />
@@ -40,6 +41,8 @@ namespace Content.Client.Construction
{
base.Initialize();
WarmupRecipesCache();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<LocalPlayerAttachedEvent>(HandlePlayerAttached);
SubscribeNetworkEvent<AckStructureConstructionMessage>(HandleAckStructure);
@@ -63,6 +66,77 @@ namespace Content.Client.Construction
ClearGhost(component.GhostId);
}
public bool TryGetRecipePrototype(string constructionProtoId, [NotNullWhen(true)] out string? targetProtoId)
{
if (_recipesMetadataCache.TryGetValue(constructionProtoId, out targetProtoId))
return true;
targetProtoId = null;
return false;
}
private void WarmupRecipesCache()
{
foreach (var constructionProto in PrototypeManager.EnumeratePrototypes<ConstructionPrototype>())
{
if (!PrototypeManager.TryIndex(constructionProto.Graph, out var graphProto))
continue;
if (constructionProto.TargetNode is not { } targetNodeId)
continue;
if (!graphProto.Nodes.TryGetValue(targetNodeId, out var targetNode))
continue;
// Recursion is for wimps.
var stack = new Stack<ConstructionGraphNode>();
stack.Push(targetNode);
do
{
var node = stack.Pop();
// I never realized if this uid affects anything...
// EntityUid? userUid = args.SenderSession.State.ControlledEntity.HasValue
// ? GetEntity(args.SenderSession.State.ControlledEntity.Value)
// : null;
// We try to get the id of the target prototype, if it fails, we try going through the edges.
if (node.Entity.GetId(null, null, new(EntityManager)) is not { } entityId)
{
// If the stack is not empty, there is a high probability that the loop will go to infinity.
if (stack.Count == 0)
{
foreach (var edge in node.Edges)
{
if (graphProto.Nodes.TryGetValue(edge.Target, out var graphNode))
stack.Push(graphNode);
}
}
continue;
}
// If we got the id of the prototype, we exit the “recursion” by clearing the stack.
stack.Clear();
if (!PrototypeManager.TryIndex(constructionProto.ID, out ConstructionPrototype? recipe))
continue;
if (!PrototypeManager.TryIndex(entityId, out var proto))
continue;
var name = recipe.SetName.HasValue ? Loc.GetString(recipe.SetName) : proto.Name;
var desc = recipe.SetDescription.HasValue ? Loc.GetString(recipe.SetDescription) : proto.Description;
recipe.Name = name;
recipe.Description = desc;
_recipesMetadataCache.Add(constructionProto.ID, entityId);
} while (stack.Count > 0);
}
}
private void OnConstructionGuideReceived(ResponseConstructionGuide ev)
{
_guideCache[ev.ConstructionId] = ev.Guide;
@@ -88,7 +162,7 @@ namespace Content.Client.Construction
private void HandleConstructionGhostExamined(EntityUid uid, ConstructionGhostComponent component, ExaminedEvent args)
{
if (component.Prototype == null)
if (component.Prototype?.Name is null)
return;
using (args.PushGroup(nameof(ConstructionGhostComponent)))
@@ -97,7 +171,7 @@ namespace Content.Client.Construction
"construction-ghost-examine-message",
("name", component.Prototype.Name)));
if (!_prototypeManager.TryIndex(component.Prototype.Graph, out ConstructionGraphPrototype? graph))
if (!PrototypeManager.TryIndex(component.Prototype.Graph, out var graph))
return;
var startNode = graph.Nodes[component.Prototype.StartNode];
@@ -198,6 +272,9 @@ namespace Content.Client.Construction
return false;
}
if (!TryGetRecipePrototype(prototype.ID, out var targetProtoId) || !PrototypeManager.TryIndex(targetProtoId, out EntityPrototype? targetProto))
return false;
if (GhostPresent(loc))
return false;
@@ -214,16 +291,43 @@ namespace Content.Client.Construction
comp.GhostId = ghost.GetHashCode();
EntityManager.GetComponent<TransformComponent>(ghost.Value).LocalRotation = dir.ToAngle();
_ghosts.Add(comp.GhostId, ghost.Value);
var sprite = EntityManager.GetComponent<SpriteComponent>(ghost.Value);
sprite.Color = new Color(48, 255, 48, 128);
for (int i = 0; i < prototype.Layers.Count; i++)
if (targetProto.TryGetComponent(out IconComponent? icon, EntityManager.ComponentFactory))
{
sprite.AddBlankLayer(i); // There is no way to actually check if this already exists, so we blindly insert a new one
sprite.LayerSetSprite(i, prototype.Layers[i]);
sprite.LayerSetShader(i, "unshaded");
sprite.LayerSetVisible(i, true);
sprite.AddBlankLayer(0);
sprite.LayerSetSprite(0, icon.Icon);
sprite.LayerSetShader(0, "unshaded");
sprite.LayerSetVisible(0, true);
}
else if (targetProto.Components.TryGetValue("Sprite", out _))
{
var dummy = EntityManager.SpawnEntity(targetProtoId, MapCoordinates.Nullspace);
var targetSprite = EntityManager.EnsureComponent<SpriteComponent>(dummy);
EntityManager.System<AppearanceSystem>().OnChangeData(dummy, targetSprite);
for (var i = 0; i < targetSprite.AllLayers.Count(); i++)
{
if (!targetSprite[i].Visible || !targetSprite[i].RsiState.IsValid)
continue;
var rsi = targetSprite[i].Rsi ?? targetSprite.BaseRSI;
if (rsi is null || !rsi.TryGetState(targetSprite[i].RsiState, out var state) ||
state.StateId.Name is null)
continue;
sprite.AddBlankLayer(i);
sprite.LayerSetSprite(i, new SpriteSpecifier.Rsi(rsi.Path, state.StateId.Name));
sprite.LayerSetShader(i, "unshaded");
sprite.LayerSetVisible(i, true);
}
EntityManager.DeleteEntity(dummy);
}
else
return false;
if (prototype.CanBuildInImpassable)
EnsureComp<WallMountComponent>(ghost.Value).Arc = new(Math.Tau);