using System;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Stacks;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.GameObjects.EntitySystems
{
///
/// Entity system that handles everything relating to stacks.
/// This is a good example for learning how to code in an ECS manner.
///
[UsedImplicitly]
public class StackSystem : SharedStackSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStackInteractUsing);
// The following subscriptions are basically the "method calls" of this entity system.
SubscribeLocalEvent(OnStackUse);
SubscribeLocalEvent(OnStackSplit);
SubscribeLocalEvent(OnStackTypeSpawn);
}
///
/// Try to use an amount of items on this stack.
/// See
///
private void OnStackUse(EntityUid uid, StackComponent stack, StackUseEvent args)
{
// Check if we have enough things in the stack for this...
if (stack.Count < args.Amount)
{
// Not enough things in the stack, so we set the output result to false.
args.Result = false;
}
else
{
// We do have enough things in the stack, so remove them and set the output result to true.
RaiseLocalEvent(uid, new StackChangeCountEvent(stack.Count - args.Amount));
args.Result = true;
}
}
///
/// Try to split this stack into two.
/// See
///
private void OnStackSplit(EntityUid uid, StackComponent stack, StackSplitEvent args)
{
// If the stack doesn't have enough things as specified in the parameters, we do nothing.
if (stack.Count < args.Amount)
return;
// 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
: stack.Owner.Prototype?.ID ?? null;
// Remove the amount of things we want to split from the original stack...
RaiseLocalEvent(uid, new StackChangeCountEvent(stack.Count - args.Amount));
// Set the output parameter in the event instance to the newly split stack.
args.Result = EntityManager.SpawnEntity(prototype, args.SpawnPosition);
if (args.Result.TryGetComponent(out StackComponent? stackComp))
{
// Set the split stack's count.
RaiseLocalEvent(args.Result.Uid, new StackChangeCountEvent(args.Amount));
}
}
///
/// Tries to spawn a stack of a certain type.
/// See
///
private void OnStackTypeSpawn(StackTypeSpawnEvent args)
{
// Can't spawn a stack for an invalid type.
if (args.StackType == null)
return;
// Set the output result parameter to the new stack entity...
args.Result = EntityManager.SpawnEntity(args.StackType.Spawn, args.SpawnPosition);
var stack = args.Result.GetComponent();
// And finally, set the correct amount!
RaiseLocalEvent(args.Result.Uid, new StackChangeCountEvent(args.Amount));
}
private void OnStackInteractUsing(EntityUid uid, StackComponent stack, InteractUsingEvent args)
{
if (!args.Used.TryGetComponent(out var otherStack))
return;
if (!otherStack.StackTypeId.Equals(stack.StackTypeId))
return;
var toTransfer = Math.Min(stack.Count, otherStack.AvailableSpace);
RaiseLocalEvent(uid, new StackChangeCountEvent(stack.Count - toTransfer));
RaiseLocalEvent(args.Used.Uid, new StackChangeCountEvent(otherStack.Count + toTransfer));
var popupPos = args.ClickLocation;
if (!popupPos.IsValid(EntityManager))
{
popupPos = args.User.Transform.Coordinates;
}
switch (toTransfer)
{
case > 0:
popupPos.PopupMessage(args.User, $"+{toTransfer}");
if (otherStack.AvailableSpace == 0)
{
args.Used.SpawnTimer(
300,
() => popupPos.PopupMessage(
args.User,
Loc.GetString("comp-stack-becomes-full")
)
);
}
break;
case 0 when otherStack.AvailableSpace == 0:
popupPos.PopupMessage(
args.User,
Loc.GetString("comp-stack-already-full")
);
break;
}
args.Handled = true;
}
}
/*
* The following events are actually funny ECS method calls!
*
* Instead of coupling systems together into a ball of spaghetti,
* we raise events that act as method calls.
*
* So for example, instead of having an Use() method in the
* stack component or stack system, we have a StackUseEvent.
* Before raising the event, you would set the Amount property,
* which acts as a parameter or argument, and afterwards the
* entity system in charge of handling this would perform the logic
* and then set the Result on the event instance.
* Then you can access this property to see whether your Use attempt succeeded.
*
* This is very powerful, as it completely removes the coupling
* between entity systems and allows for greater flexibility.
* If you want to intercept this event with another entity system, you can.
* And you don't have to write any bad, hacky code for this!
* You could even use handled events, or cancellable events...
* The possibilities are endless.
*
* Of course, not everything needs to be directed events!
* Broadcast events also work in the same way.
* For example, we use a broadcast event to spawn a stack of a certain type.
*
* Wrapping your head around this may be difficult at first,
* but soon you'll get it, coder. Soon you'll grasp the wisdom.
* Go forth and write some beautiful and robust code!
*/
///
/// Uses an amount of things from a stack.
/// Whether this succeeded is stored in .
///
public class StackUseEvent : EntityEventArgs
{
///
/// The amount of things to use on the stack.
/// Consider this the equivalent of a parameter for a method call.
///
public int Amount { get; init; }
///
/// Whether the action succeeded or not.
/// Set by the after handling this event.
/// Consider this the equivalent of a return value for a method call.
///
public bool Result { get; set; } = false;
}
///
/// Tries to split a stack into two.
/// If this succeeds, will be the new stack.
///
public class StackSplitEvent : EntityEventArgs
{
///
/// The amount of things to take from the original stack.
/// Input parameter.
///
public int Amount { get; init; }
///
/// The position where to spawn the new stack.
/// Input parameter.
///
public EntityCoordinates SpawnPosition { get; init; }
///
/// The newly split stack. May be null if the split failed.
/// Output parameter.
///
public IEntity? Result { get; set; } = null;
}
///
/// Tries to spawn a stack of a certain type.
/// If this succeeds, will be the new stack.
///
public class StackTypeSpawnEvent : EntityEventArgs
{
///
/// The amount of things the spawned stack will have.
/// Input parameter.
///
public int Amount { get; init; }
///
/// The stack type to be spawned.
/// Input parameter.
///
public StackPrototype? StackType { get; init; }
///
/// The position where the new stack will be spawned.
/// Input parameter.
///
public EntityCoordinates SpawnPosition { get; init; }
///
/// The newly spawned stack, or null if this failed.
/// Output parameter.
///
public IEntity? Result { get; set; } = null;
}
}