using Content.Shared.Popups; using Content.Shared.Stacks; using Content.Shared.Verbs; using JetBrains.Annotations; using Robust.Shared.Map; using Robust.Shared.Prototypes; namespace Content.Server.Stack { /// /// Entity system that handles everything relating to stacks. /// This is a good example for learning how to code in an ECS manner. /// [UsedImplicitly] public sealed class StackSystem : SharedStackSystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; public static readonly int[] DefaultSplitAmounts = { 1, 5, 10, 20, 30, 50 }; public override void Initialize() { base.Initialize(); SubscribeLocalEvent>(OnStackAlternativeInteract); } public override void SetCount(EntityUid uid, int amount, StackComponent? component = null) { if (!Resolve(uid, ref component, false)) return; base.SetCount(uid, amount, component); // Queue delete stack if count reaches zero. if (component.Count <= 0 && !component.Lingering) QueueDel(uid); } /// /// Try to split this stack into two. Returns a non-null if successful. /// public EntityUid? Split(EntityUid uid, int amount, EntityCoordinates spawnPosition, StackComponent? stack = null) { if (!Resolve(uid, ref stack)) return null; // Try to remove the amount of things we want to split from the original stack... if (!Use(uid, amount, stack)) return null; // Get a prototype ID to spawn the new entity. Null is also valid, although it should rarely be picked... var prototype = _prototypeManager.TryIndex(stack.StackTypeId, out var stackType) ? stackType.Spawn.ToString() : Prototype(uid)?.ID; // Set the output parameter in the event instance to the newly split stack. var entity = Spawn(prototype, spawnPosition); if (TryComp(entity, out StackComponent? stackComp)) { // Set the split stack's count. SetCount(entity, amount, stackComp); // Don't let people dupe unlimited stacks stackComp.Unlimited = false; } var ev = new StackSplitEvent(entity); RaiseLocalEvent(uid, ref ev); return entity; } /// /// Spawns a stack of a certain stack type. See . /// public EntityUid Spawn(int amount, ProtoId id, EntityCoordinates spawnPosition) { var proto = _prototypeManager.Index(id); return Spawn(amount, proto, spawnPosition); } /// /// Spawns a stack of a certain stack type. See . /// public EntityUid Spawn(int amount, StackPrototype prototype, EntityCoordinates spawnPosition) { // Set the output result parameter to the new stack entity... var entity = SpawnAtPosition(prototype.Spawn, spawnPosition); var stack = Comp(entity); // And finally, set the correct amount! SetCount(entity, amount, stack); return entity; } /// /// Say you want to spawn 97 units of something that has a max stack count of 30. /// This would spawn 3 stacks of 30 and 1 stack of 7. /// public List SpawnMultiple(string entityPrototype, int amount, EntityCoordinates spawnPosition) { if (amount <= 0) { Log.Error( $"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}"); return new(); } var spawns = CalculateSpawns(entityPrototype, amount); var spawnedEnts = new List(); foreach (var count in spawns) { var entity = SpawnAtPosition(entityPrototype, spawnPosition); spawnedEnts.Add(entity); SetCount(entity, count); } return spawnedEnts; } /// public List SpawnMultiple(string entityPrototype, int amount, EntityUid target) { if (amount <= 0) { Log.Error( $"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}"); return new(); } var spawns = CalculateSpawns(entityPrototype, amount); var spawnedEnts = new List(); foreach (var count in spawns) { var entity = SpawnNextToOrDrop(entityPrototype, target); spawnedEnts.Add(entity); SetCount(entity, count); } return spawnedEnts; } /// /// Calculates how many stacks to spawn that total up to . /// /// The stack to spawn. /// The amount of pieces across all stacks. /// The list of stack counts per entity. private List CalculateSpawns(string entityPrototype, int amount) { var proto = _prototypeManager.Index(entityPrototype); proto.TryGetComponent(out var stack, EntityManager.ComponentFactory); var maxCountPerStack = GetMaxCount(stack); var amounts = new List(); while (amount > 0) { var countAmount = Math.Min(maxCountPerStack, amount); amount -= countAmount; amounts.Add(countAmount); } return amounts; } private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetVerbsEvent args) { if (!args.CanAccess || !args.CanInteract || args.Hands == null || stack.Count == 1) return; AlternativeVerb halve = new() { Text = Loc.GetString("comp-stack-split-halve"), Category = VerbCategory.Split, Act = () => UserSplit(uid, args.User, stack.Count / 2, stack), Priority = 1 }; args.Verbs.Add(halve); var priority = 0; foreach (var amount in DefaultSplitAmounts) { if (amount >= stack.Count) continue; AlternativeVerb verb = new() { Text = amount.ToString(), Category = VerbCategory.Split, Act = () => UserSplit(uid, args.User, amount, stack), // we want to sort by size, not alphabetically by the verb text. Priority = priority }; priority--; args.Verbs.Add(verb); } } private void UserSplit(EntityUid uid, EntityUid userUid, int amount, StackComponent? stack = null, TransformComponent? userTransform = null) { if (!Resolve(uid, ref stack)) return; if (!Resolve(userUid, ref userTransform)) return; if (amount <= 0) { Popup.PopupCursor(Loc.GetString("comp-stack-split-too-small"), userUid, PopupType.Medium); return; } if (Split(uid, amount, userTransform.Coordinates, stack) is not {} split) return; Hands.PickupOrDrop(userUid, split); Popup.PopupCursor(Loc.GetString("comp-stack-split"), userUid); } } }