using System; using Content.Server.GameObjects.Components.Stack; using Content.Server.GameObjects.EntitySystems; using Content.Server.Utility; using Content.Shared.Construction; using Content.Shared.GameObjects.Components.Construction; using Content.Shared.Interfaces; using Robust.Server.GameObjects.EntitySystems; using Robust.Server.Interfaces.GameObjects; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Network; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Players; using Robust.Shared.Prototypes; using Robust.Shared.Utility; namespace Content.Server.GameObjects.Components.Construction { [RegisterComponent] public class ConstructorComponent : SharedConstructorComponent { #pragma warning disable 649 [Dependency] private readonly IPrototypeManager _prototypeManager; [Dependency] private readonly IMapManager _mapManager; [Dependency] private readonly IServerEntityManager _serverEntityManager; #pragma warning restore 649 public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null) { base.HandleNetworkMessage(message, channel, session); switch (message) { case TryStartStructureConstructionMessage tryStart: TryStartStructureConstruction(tryStart.Location, tryStart.PrototypeName, tryStart.Angle, tryStart.Ack); break; } } void TryStartStructureConstruction(GridCoordinates loc, string prototypeName, Angle angle, int ack) { var prototype = _prototypeManager.Index(prototypeName); if (!InteractionChecks.InRangeUnobstructed(Owner, loc.ToMap(_mapManager), ignoredEnt: Owner, insideBlockerValid: prototype.CanBuildInImpassable)) { return; } if (prototype.Stages.Count < 2) { throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages."); } var stage0 = prototype.Stages[0]; if (!(stage0.Forward is ConstructionStepMaterial matStep)) { throw new NotImplementedException(); } // Try to find the stack with the material in the user's hand. var hands = Owner.GetComponent(); var activeHand = hands.GetActiveHand?.Owner; if (activeHand == null) { return; } if (!activeHand.TryGetComponent(out StackComponent stack) || !ConstructionComponent.MaterialStackValidFor(matStep, stack)) { return; } if (!stack.Use(matStep.Amount)) { return; } // OK WE'RE GOOD CONSTRUCTION STARTED. EntitySystem.Get().Play("/Audio/items/deconstruct.ogg", loc); if (prototype.Stages.Count == 2) { // Exactly 2 stages, so don't make an intermediate frame. var ent = _serverEntityManager.SpawnEntity(prototype.Result, loc); ent.Transform.LocalRotation = angle; } else { var frame = _serverEntityManager.SpawnEntity("structureconstructionframe", loc); var construction = frame.GetComponent(); construction.Init(prototype); frame.Transform.LocalRotation = angle; } var msg = new AckStructureConstructionMessage(ack); SendNetworkMessage(msg); } } }