SpawnMultiple cleanup in stacksystem (#13441)
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@@ -1,6 +1,5 @@
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using Content.Shared.GameTicking;
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using Content.Shared.Damage;
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using Content.Shared.Stacks;
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using Content.Shared.Examine;
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using Content.Shared.Cloning;
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using Content.Shared.Atmos;
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@@ -18,7 +17,6 @@ using Content.Shared.Chemistry.Components;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Chat.Systems;
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using Content.Server.Construction;
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using Content.Server.Construction.Components;
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using Content.Server.Materials;
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using Content.Server.Stack;
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using Content.Server.Jobs;
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@@ -50,8 +48,6 @@ namespace Content.Server.Cloning
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedStackSystem _stackSystem = default!;
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[Dependency] private readonly StackSystem _serverStackSystem = default!;
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[Dependency] private readonly SpillableSystem _spillableSystem = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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@@ -316,7 +312,7 @@ namespace Content.Server.Cloning
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}
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_spillableSystem.SpillAt(uid, bloodSolution, "PuddleBlood");
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_serverStackSystem.SpawnMultipleFromMaterial(_robustRandom.Next(1, (int) (clonePod.UsedBiomass / 2.5)), clonePod.RequiredMaterial, Transform(uid).Coordinates);
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_material.SpawnMultipleFromMaterial(_robustRandom.Next(1, (int) (clonePod.UsedBiomass / 2.5)), clonePod.RequiredMaterial, Transform(uid).Coordinates);
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clonePod.UsedBiomass = 0;
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RemCompDeferred<ActiveCloningPodComponent>(uid);
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@@ -6,6 +6,9 @@ using Content.Server.Power.Components;
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using Content.Server.Construction.Components;
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using Content.Server.Stack;
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using Content.Shared.Database;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Materials;
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@@ -15,6 +18,7 @@ namespace Content.Server.Materials;
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public sealed class MaterialStorageSystem : SharedMaterialStorageSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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@@ -32,7 +36,7 @@ public sealed class MaterialStorageSystem : SharedMaterialStorageSystem
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foreach (var (material, amount) in component.Storage)
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{
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_stackSystem.SpawnMultipleFromMaterial(amount, material, Transform(uid).Coordinates);
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SpawnMultipleFromMaterial(amount, material, Transform(uid).Coordinates);
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}
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}
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@@ -56,4 +60,42 @@ public sealed class MaterialStorageSystem : SharedMaterialStorageSystem
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$"{ToPrettyString(user):player} inserted {count} {ToPrettyString(toInsert):inserted} into {ToPrettyString(receiver):receiver}");
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return true;
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}
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/// <summary>
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/// Spawn an amount of a material in stack entities.
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/// Note the 'amount' is material dependent.
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/// 1 biomass = 1 biomass in its stack,
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/// but 100 plasma = 1 sheet of plasma, etc.
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/// </summary>
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[PublicAPI]
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public List<EntityUid> SpawnMultipleFromMaterial(int amount, string material, EntityCoordinates coordinates)
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{
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if (!_prototypeManager.TryIndex<MaterialPrototype>(material, out var stackType))
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{
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Logger.Error("Failed to index material prototype " + material);
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return new List<EntityUid>();
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}
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return SpawnMultipleFromMaterial(amount, stackType, coordinates);
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}
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/// <summary>
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/// Spawn an amount of a material in stack entities.
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/// Note the 'amount' is material dependent.
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/// 1 biomass = 1 biomass in its stack,
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/// but 100 plasma = 1 sheet of plasma, etc.
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/// </summary>
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public List<EntityUid> SpawnMultipleFromMaterial(int amount, MaterialPrototype materialProto, EntityCoordinates coordinates)
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{
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if (amount <= 0)
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return new List<EntityUid>();
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var entProto = _prototypeManager.Index<EntityPrototype>(materialProto.StackEntity);
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if (!entProto.TryGetComponent<MaterialComponent>(out var material))
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return new List<EntityUid>();
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var materialPerStack = material.Materials[materialProto.ID];
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var amountToSpawn = amount / materialPerStack;
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return _stackSystem.SpawnMultiple(materialProto.StackEntity, amountToSpawn, coordinates);
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}
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}
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@@ -17,8 +17,8 @@ using Content.Server.Body.Components;
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using Content.Server.Climbing;
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using Content.Server.Construction;
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using Content.Server.DoAfter;
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using Content.Server.Materials;
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using Content.Server.Mind.Components;
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using Content.Server.Stack;
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using Content.Shared.Humanoid;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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@@ -32,7 +32,6 @@ namespace Content.Server.Medical.BiomassReclaimer
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public sealed class BiomassReclaimerSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedJitteringSystem _jitteringSystem = default!;
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[Dependency] private readonly SharedAudioSystem _sharedAudioSystem = default!;
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@@ -44,6 +43,7 @@ namespace Content.Server.Medical.BiomassReclaimer
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly MaterialStorageSystem _material = default!;
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public override void Update(float frameTime)
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{
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@@ -76,7 +76,7 @@ namespace Content.Server.Medical.BiomassReclaimer
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continue;
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}
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_stackSystem.SpawnMultipleFromMaterial((int) reclaimer.CurrentExpectedYield, "Biomass", Transform(reclaimer.Owner).Coordinates);
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_material.SpawnMultipleFromMaterial(reclaimer.CurrentExpectedYield, "Biomass", Transform(reclaimer.Owner).Coordinates);
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reclaimer.BloodReagent = null;
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reclaimer.SpawnedEntities.Clear();
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@@ -1,7 +1,6 @@
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using Content.Shared.Popups;
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using Content.Shared.Stacks;
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using Content.Shared.Verbs;
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using Content.Shared.Materials;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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@@ -16,7 +15,6 @@ namespace Content.Server.Stack
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public sealed class StackSystem : SharedStackSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedStackSystem _sharedStack = default!;
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public static readonly int[] DefaultSplitAmounts = { 1, 5, 10, 20, 30, 50 };
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@@ -91,78 +89,21 @@ namespace Content.Server.Stack
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/// Say you want to spawn 97 units of something that has a max stack count of 30.
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/// This would spawn 3 stacks of 30 and 1 stack of 7.
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/// </summary>
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public List<EntityUid> SpawnMultiple(int amount, MaterialPrototype materialProto, EntityCoordinates coordinates)
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public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityCoordinates spawnPosition)
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{
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var list = new List<EntityUid>();
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if (amount <= 0)
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return list;
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// At least 1 is being spawned, we'll use the first to extract otherwise inaccessible information
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// ??TODO??: Indexing the entity proto and extracting from its component registry could possibly be better?
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// it doesn't look like it would save LOC even compressing this to a single loop and I'm not sure what other issues it might introduce
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var firstSpawn = Spawn(materialProto.StackEntity, coordinates);
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list.Add(firstSpawn);
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if (!TryComp<StackComponent>(firstSpawn, out var stack) || stack.StackTypeId == null)
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return list;
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if (!TryComp<MaterialComponent>(firstSpawn, out var material))
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return list;
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int maxCountPerStack = _sharedStack.GetMaxCount(stack);
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var materialPerStack = material.Materials[materialProto.ID];
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var materialPerMaxCount = maxCountPerStack * materialPerStack;
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// no material duping for you
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if (amount < materialPerStack)
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{
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Del(firstSpawn);
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return list;
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}
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if (amount > materialPerMaxCount)
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{
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SetCount(firstSpawn, maxCountPerStack, stack);
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amount -= materialPerMaxCount;
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} else
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{
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SetCount(firstSpawn, (amount / materialPerStack), stack);
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amount = 0;
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}
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var proto = _prototypeManager.Index<EntityPrototype>(entityPrototype);
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proto.TryGetComponent<StackComponent>(out var stack);
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var maxCountPerStack = GetMaxCount(stack);
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var spawnedEnts = new List<EntityUid>();
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while (amount > 0)
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{
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var entity = Spawn(materialProto.StackEntity, coordinates);
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list.Add(entity);
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var nextStack = Comp<StackComponent>(entity);
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if (amount > materialPerMaxCount)
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{
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SetCount(entity, materialPerMaxCount, nextStack);
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amount -= materialPerMaxCount;
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}
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else
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{
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SetCount(entity, (amount / materialPerStack), nextStack);
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amount = 0;
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}
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var entity = Spawn(entityPrototype, spawnPosition);
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spawnedEnts.Add(entity);
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var countAmount = Math.Min(maxCountPerStack, amount);
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SetCount(entity, countAmount);
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amount -= countAmount;
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}
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return list;
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}
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/// <summary>
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/// Spawn an amount of a material in stack entities. Note the 'amount' is material dependent. 1 biomass = 1 biomass in its stack,
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/// but 100 plasma = 1 sheet of plasma, etc.
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/// </summary>
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public List<EntityUid> SpawnMultipleFromMaterial(int amount, string material, EntityCoordinates coordinates)
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{
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if (!_prototypeManager.TryIndex<MaterialPrototype>(material, out var stackType))
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{
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Logger.Error("Failed to index material prototype " + material);
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return new List<EntityUid>();
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}
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return SpawnMultiple(amount, stackType, coordinates);
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return spawnedEnts;
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}
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private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetVerbsEvent<AlternativeVerb> args)
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@@ -200,7 +200,7 @@ public sealed partial class StoreSystem : EntitySystem
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{
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var cashId = proto.Cash[value];
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var amountToSpawn = (int) MathF.Floor((float) (amountRemaining / value));
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var ents = _stack.SpawnMultipleFromMaterial(amountToSpawn, cashId, coordinates);
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var ents = _stack.SpawnMultiple(cashId, amountToSpawn, coordinates);
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_hands.PickupOrDrop(buyer, ents.First());
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amountRemaining -= value * amountToSpawn;
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}
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