using Content.Server.Lathe.Components; using Content.Shared.Lathe; using Content.Shared.Materials; using Content.Shared.Research.Prototypes; using Content.Server.Research.Components; using Content.Shared.Interaction; using Content.Server.Materials; using Content.Server.Popups; using Content.Server.Power.Components; using Content.Server.Power.EntitySystems; using Content.Server.Stack; using Content.Server.UserInterface; using Robust.Server.GameObjects; using Robust.Shared.Prototypes; using Robust.Shared.Player; using Robust.Shared.Audio; using JetBrains.Annotations; namespace Content.Server.Lathe { [UsedImplicitly] public sealed class LatheSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInteractUsing); SubscribeLocalEvent(OnComponentInit); } // These queues are to add/remove COMPONENTS to the lathes private Queue ProducingAddQueue = new(); private Queue ProducingRemoveQueue = new(); private Queue InsertingAddQueue = new(); private Queue InsertingRemoveQueue = new(); public override void Update(float frameTime) { foreach (var uid in ProducingAddQueue) EnsureComp(uid); ProducingAddQueue.Clear(); foreach (var uid in ProducingRemoveQueue) RemComp(uid); ProducingRemoveQueue.Clear(); foreach (var uid in InsertingAddQueue) EnsureComp(uid); InsertingAddQueue.Clear(); foreach (var uid in InsertingRemoveQueue) RemComp(uid); InsertingRemoveQueue.Clear(); foreach (var (insertingComp, lathe) in EntityQuery(false)) { if (lathe.InsertionAccumulator < lathe.InsertionTime) { lathe.InsertionAccumulator += frameTime; continue; } lathe.InsertionAccumulator = 0; UpdateInsertingAppearance(lathe.Owner, false); InsertingRemoveQueue.Enqueue(lathe.Owner); } foreach (var (producingComp, lathe) in EntityQuery(false)) { if (lathe.ProducingRecipe == null) continue; if (lathe.ProducingAccumulator < lathe.ProducingRecipe.CompleteTime.TotalSeconds) { lathe.ProducingAccumulator += frameTime; continue; } lathe.ProducingAccumulator = 0; FinishProducing(lathe.ProducingRecipe, lathe, true); } } /// /// Initialize the UI and appearance. /// Appearance requires initialization or the layers break /// private void OnComponentInit(EntityUid uid, LatheComponent component, ComponentInit args) { component.UserInterface = uid.GetUIOrNull(LatheUiKey.Key); if (component.UserInterface != null) { component.UserInterface.OnReceiveMessage += msg => UserInterfaceOnOnReceiveMessage(uid, component, msg); } if (!TryComp(uid, out var appearance)) return; appearance.SetData(LatheVisuals.IsInserting, false); appearance.SetData(LatheVisuals.IsRunning, false); } /// /// When someone tries to use an item on the lathe, /// insert it if it's a stack and fits inside /// private void OnInteractUsing(EntityUid uid, LatheComponent component, InteractUsingEvent args) { if (!TryComp(uid, out var storage) || !TryComp(args.Used, out var material) || component.LatheWhitelist?.IsValid(args.Used) == false) return; var multiplier = 1; if (TryComp(args.Used, out var stack)) multiplier = stack.Count; var totalAmount = 0; // Check if it can insert all materials. foreach (var (mat, vol) in material._materials) { if (!storage.CanInsertMaterial(mat, vol * multiplier)) return; totalAmount += vol * multiplier; } // Check if it can take ALL of the material's volume. if (storage.StorageLimit > 0 && !storage.CanTakeAmount(totalAmount)) return; var lastMat = string.Empty; foreach (var (mat, vol) in material._materials) { storage.InsertMaterial(mat, vol * multiplier); lastMat = mat; } // Play a sound when inserting, if any if (component.InsertingSound != null) { SoundSystem.Play(Filter.Pvs(component.Owner, entityManager: EntityManager), component.InsertingSound.GetSound(), component.Owner); } // We need the prototype to get the color _prototypeManager.TryIndex(lastMat, out MaterialPrototype? matProto); EntityManager.QueueDeleteEntity(args.Used); InsertingAddQueue.Enqueue(uid); _popupSystem.PopupEntity(Loc.GetString("machine-insert-item", ("machine", uid), ("item", args.Used)), uid, Filter.Entities(args.User)); if (matProto != null) { UpdateInsertingAppearance(uid, true, matProto.Color); } UpdateInsertingAppearance(uid, true); } /// /// This handles the checks to start producing an item, and /// starts up the sound and visuals /// private void Produce(LatheComponent component, LatheRecipePrototype recipe, bool SkipCheck = false) { if (!component.CanProduce(recipe) || !TryComp(component.Owner, out MaterialStorageComponent? storage)) { FinishProducing(recipe, component, false); return; } if (!SkipCheck && HasComp(component.Owner)) { FinishProducing(recipe, component, false); return; } if (!this.IsPowered(component.Owner, EntityManager)) { FinishProducing(recipe, component, false); return; } component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component))); component.ProducingRecipe = recipe; foreach (var (material, amount) in recipe.RequiredMaterials) { // This should always return true, otherwise CanProduce fucked up. storage.RemoveMaterial(material, amount); } component.UserInterface?.SendMessage(new LatheProducingRecipeMessage(recipe.ID)); if (component.ProducingSound != null) { SoundSystem.Play(Filter.Pvs(component.Owner), component.ProducingSound.GetSound(), component.Owner); } UpdateRunningAppearance(component.Owner, true); ProducingAddQueue.Enqueue(component.Owner); } /// /// If we were able to produce the recipe, /// spawn it and cleanup. If we weren't, just do cleanup. /// private void FinishProducing(LatheRecipePrototype recipe, LatheComponent component, bool productionSucceeded = true) { component.ProducingRecipe = null; if (productionSucceeded) EntityManager.SpawnEntity(recipe.Result, Comp(component.Owner).Coordinates); component.UserInterface?.SendMessage(new LatheStoppedProducingRecipeMessage()); // Continue to next in queue if there are items left if (component.Queue.Count > 0) { Produce(component, component.Queue.Dequeue(), true); return; } ProducingRemoveQueue.Enqueue(component.Owner); UpdateRunningAppearance(component.Owner, false); } /// /// Sets the machine sprite to either play the running animation /// or stop. /// private void UpdateRunningAppearance(EntityUid uid, bool isRunning) { if (!TryComp(uid, out var appearance)) return; appearance.SetData(LatheVisuals.IsRunning, isRunning); } /// /// Sets the machine sprite to play the inserting animation /// and sets the color of the inserted mat if applicable /// private void UpdateInsertingAppearance(EntityUid uid, bool isInserting, Color? color = null) { if (!TryComp(uid, out var appearance)) return; appearance.SetData(LatheVisuals.IsInserting, isInserting); if (color != null) appearance.SetData(LatheVisuals.InsertingColor, color); } /// /// Handles all the button presses in the lathe UI /// private void UserInterfaceOnOnReceiveMessage(EntityUid uid, LatheComponent component, ServerBoundUserInterfaceMessage message) { if (!this.IsPowered(uid, EntityManager)) return; switch (message.Message) { case LatheQueueRecipeMessage msg: _prototypeManager.TryIndex(msg.ID, out LatheRecipePrototype? recipe); if (recipe != null!) for (var i = 0; i < msg.Quantity; i++) { component.Queue.Enqueue(recipe); component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component))); } if (!HasComp(component.Owner) && component.Queue.Count > 0) Produce(component, component.Queue.Dequeue()); break; case LatheSyncRequestMessage _: if (!HasComp(uid)) return; component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component))); if (component.ProducingRecipe != null) component.UserInterface?.SendMessage(new LatheProducingRecipeMessage(component.ProducingRecipe.ID)); break; case LatheServerSelectionMessage _: if (!TryComp(uid, out ResearchClientComponent? researchClient)) return; researchClient.OpenUserInterface(message.Session); break; case LatheServerSyncMessage _: if (!TryComp(uid, out TechnologyDatabaseComponent? database) || !TryComp(uid, out ProtolatheDatabaseComponent? protoDatabase)) return; if (database.SyncWithServer()) protoDatabase.Sync(); break; } } /// /// Gets all the prototypes in the lathe's construction queue /// private Queue GetIdQueue(LatheComponent lathe) { var queue = new Queue(); foreach (var recipePrototype in lathe.Queue) { queue.Enqueue(recipePrototype.ID); } return queue; } } }