Re-organize all projects (#4166)
This commit is contained in:
214
Content.Client/Construction/ConstructionSystem.cs
Normal file
214
Content.Client/Construction/ConstructionSystem.cs
Normal file
@@ -0,0 +1,214 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.Construction;
|
||||
using Content.Shared.Construction.Prototypes;
|
||||
using Content.Shared.Input;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.Construction
|
||||
{
|
||||
/// <summary>
|
||||
/// The client-side implementation of the construction system, which is used for constructing entities in game.
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
public class ConstructionSystem : SharedConstructionSystem
|
||||
{
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
private readonly Dictionary<int, ConstructionGhostComponent> _ghosts = new();
|
||||
|
||||
private int _nextId;
|
||||
|
||||
private bool CraftingEnabled { get; set; }
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
|
||||
SubscribeNetworkEvent<AckStructureConstructionMessage>(HandleAckStructure);
|
||||
|
||||
CommandBinds.Builder
|
||||
.Bind(ContentKeyFunctions.OpenCraftingMenu,
|
||||
new PointerInputCmdHandler(HandleOpenCraftingMenu))
|
||||
.Bind(EngineKeyFunctions.Use,
|
||||
new PointerInputCmdHandler(HandleUse))
|
||||
.Register<ConstructionSystem>();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
|
||||
UnsubscribeLocalEvent<PlayerAttachSysMessage>();
|
||||
UnsubscribeNetworkEvent<AckStructureConstructionMessage>();
|
||||
|
||||
CommandBinds.Unregister<ConstructionSystem>();
|
||||
}
|
||||
|
||||
public event EventHandler<CraftingAvailabilityChangedArgs>? CraftingAvailabilityChanged;
|
||||
public event EventHandler? ToggleCraftingWindow;
|
||||
|
||||
private void HandleAckStructure(AckStructureConstructionMessage msg)
|
||||
{
|
||||
ClearGhost(msg.GhostId);
|
||||
}
|
||||
|
||||
private void HandlePlayerAttached(PlayerAttachSysMessage msg)
|
||||
{
|
||||
var available = IsCrafingAvailable(msg.AttachedEntity);
|
||||
UpdateCraftingAvailability(available);
|
||||
}
|
||||
|
||||
private bool HandleOpenCraftingMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
if (args.State == BoundKeyState.Down)
|
||||
ToggleCraftingWindow?.Invoke(this, EventArgs.Empty);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void UpdateCraftingAvailability(bool available)
|
||||
{
|
||||
if (CraftingEnabled == available)
|
||||
return;
|
||||
|
||||
CraftingAvailabilityChanged?.Invoke(this, new CraftingAvailabilityChangedArgs(available));
|
||||
CraftingEnabled = available;
|
||||
}
|
||||
|
||||
private static bool IsCrafingAvailable(IEntity? entity)
|
||||
{
|
||||
if (entity == null)
|
||||
return false;
|
||||
|
||||
// TODO: Decide if entity can craft, using capabilities or something
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool HandleUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
if (!args.EntityUid.IsValid() || !args.EntityUid.IsClientSide())
|
||||
return false;
|
||||
|
||||
var entity = EntityManager.GetEntity(args.EntityUid);
|
||||
|
||||
if (!entity.TryGetComponent<ConstructionGhostComponent>(out var ghostComp))
|
||||
return false;
|
||||
|
||||
TryStartConstruction(ghostComp.GhostId);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a construction ghost at the given location.
|
||||
/// </summary>
|
||||
public void SpawnGhost(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir)
|
||||
{
|
||||
var user = _playerManager.LocalPlayer?.ControlledEntity;
|
||||
|
||||
// This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
|
||||
if (user == null || GhostPresent(loc) || !user.InRangeUnobstructed(loc, 20f, ignoreInsideBlocker: prototype.CanBuildInImpassable)) return;
|
||||
|
||||
foreach (var condition in prototype.Conditions)
|
||||
{
|
||||
if (!condition.Condition(user, loc, dir))
|
||||
return;
|
||||
}
|
||||
|
||||
var ghost = EntityManager.SpawnEntity("constructionghost", loc);
|
||||
var comp = ghost.GetComponent<ConstructionGhostComponent>();
|
||||
comp.Prototype = prototype;
|
||||
comp.GhostId = _nextId++;
|
||||
ghost.Transform.LocalRotation = dir.ToAngle();
|
||||
_ghosts.Add(comp.GhostId, comp);
|
||||
var sprite = ghost.GetComponent<SpriteComponent>();
|
||||
sprite.Color = new Color(48, 255, 48, 128);
|
||||
sprite.AddBlankLayer(0); // There is no way to actually check if this already exists, so we blindly insert a new one
|
||||
sprite.LayerSetSprite(0, prototype.Icon);
|
||||
sprite.LayerSetShader(0, "unshaded");
|
||||
sprite.LayerSetVisible(0, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if any construction ghosts are present at the given position
|
||||
/// </summary>
|
||||
private bool GhostPresent(EntityCoordinates loc)
|
||||
{
|
||||
foreach (var ghost in _ghosts)
|
||||
{
|
||||
if (ghost.Value.Owner.Transform.Coordinates.Equals(loc)) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void TryStartConstruction(int ghostId)
|
||||
{
|
||||
var ghost = _ghosts[ghostId];
|
||||
|
||||
if (ghost.Prototype == null)
|
||||
{
|
||||
throw new ArgumentException($"Can't start construction for a ghost with no prototype. Ghost id: {ghostId}");
|
||||
}
|
||||
|
||||
var transform = ghost.Owner.Transform;
|
||||
var msg = new TryStartStructureConstructionMessage(transform.Coordinates, ghost.Prototype.ID, transform.LocalRotation, ghostId);
|
||||
RaiseNetworkEvent(msg);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts constructing an item underneath the attached entity.
|
||||
/// </summary>
|
||||
public void TryStartItemConstruction(string prototypeName)
|
||||
{
|
||||
RaiseNetworkEvent(new TryStartItemConstructionMessage(prototypeName));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a construction ghost entity with the given ID.
|
||||
/// </summary>
|
||||
public void ClearGhost(int ghostId)
|
||||
{
|
||||
if (_ghosts.TryGetValue(ghostId, out var ghost))
|
||||
{
|
||||
ghost.Owner.QueueDelete();
|
||||
_ghosts.Remove(ghostId);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes all construction ghosts.
|
||||
/// </summary>
|
||||
public void ClearAllGhosts()
|
||||
{
|
||||
foreach (var (_, ghost) in _ghosts)
|
||||
{
|
||||
ghost.Owner.QueueDelete();
|
||||
}
|
||||
|
||||
_ghosts.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public class CraftingAvailabilityChangedArgs : EventArgs
|
||||
{
|
||||
public bool Available { get; }
|
||||
|
||||
public CraftingAvailabilityChangedArgs(bool available)
|
||||
{
|
||||
Available = available;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user