Construction System. (#87)
* Construction WiP * Construction kinda works! * Lots more construction work. * It mostly works!
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Materials;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Construction;
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using Content.Shared.GameObjects.Components.Construction;
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.EntitySystems;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.IoC;
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using SS14.Shared.Map;
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using SS14.Shared.Maths;
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using SS14.Shared.Prototypes;
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namespace Content.Server.GameObjects.Components.Construction
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{
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public class ConstructorComponent : SharedConstructorComponent
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{
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case TryStartStructureConstructionMessage tryStart:
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TryStartStructureConstruction(tryStart.Location, tryStart.PrototypeName, tryStart.Angle, tryStart.Ack);
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break;
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}
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}
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void TryStartStructureConstruction(GridLocalCoordinates loc, string prototypeName, Angle angle, int ack)
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{
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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var prototype = protoMan.Index<ConstructionPrototype>(prototypeName);
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var transform = Owner.GetComponent<ITransformComponent>();
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if (!loc.InRange(transform.LocalPosition, InteractionSystem.INTERACTION_RANGE))
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{
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return;
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}
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if (prototype.Stages.Count < 2)
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{
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throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages.");
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}
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var stage0 = prototype.Stages[0];
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if (!(stage0.Forward is ConstructionStepMaterial matStep))
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{
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throw new NotImplementedException();
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}
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// Try to find the stack with the material in the user's hand.
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var hands = Owner.GetComponent<HandsComponent>();
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var activeHand = hands.GetActiveHand?.Owner;
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if (activeHand == null)
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{
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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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{
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return;
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}
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if (!stack.Use(matStep.Amount))
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{
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return;
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}
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// OK WE'RE GOOD CONSTRUCTION STARTED.
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var entMgr = IoCManager.Resolve<IServerEntityManager>();
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var AudioSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
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AudioSystem.Play("/Audio/items/deconstruct.ogg", loc);
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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 = entMgr.ForceSpawnEntityAt(prototype.Result, loc);
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ent.GetComponent<ITransformComponent>().LocalRotation = angle;
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}
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else
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{
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var frame = entMgr.ForceSpawnEntityAt("structureconstructionframe", loc);
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var construction = frame.GetComponent<ConstructionComponent>();
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construction.Init(prototype);
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frame.GetComponent<ITransformComponent>().LocalRotation = angle;
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}
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var msg = new AckStructureConstructionMessage(ack);
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SendNetworkMessage(msg);
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}
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}
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}
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