using Content.Server.Construction.Components; using Content.Shared.Construction; using Content.Shared.Construction.Prototypes; using Content.Shared.Construction.Steps; using Robust.Server.Containers; using Robust.Shared.Containers; using Robust.Shared.Prototypes; namespace Content.Server.Construction { public sealed partial class ConstructionSystem { [Dependency] private readonly ContainerSystem _containerSystem = default!; private void InitializeGraphs() { } /// /// Sets a container on an entity as being handled by Construction. This essentially means that it will /// be transferred if the entity prototype changes. /// /// The target entity. /// The container identifier. This method does not check whether the container exists. /// The construction component of the target entity. Will be resolved if null. /// Whether we could set the container as being handled by construction or not. Also returns false if /// the entity does not have a . public bool AddContainer(EntityUid uid, string container, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction)) return false; return construction.Containers.Add(container); } /// /// Gets the current construction graph of an entity, or null. /// /// The target entity. /// The construction component of the target entity. Will be resolved if null. /// The current construction graph of an entity or null if invalid. Also returns null if the entity /// does not have a . /// An entity with a valid construction state will always have a valid graph. public ConstructionGraphPrototype? GetCurrentGraph(EntityUid uid, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction, false)) return null; // If the set graph prototype does not exist, also return null. This could be due to admemes changing values // in ViewVariables, so even though the construction state is invalid, just return null. return _prototypeManager.TryIndex(construction.Graph, out ConstructionGraphPrototype? graph) ? graph : null; } /// /// Gets the construction graph node the entity is currently at, or null. /// /// The target entity. /// The construction component of the target entity. Will be resolved if null. /// The current construction graph node the entity is currently at, or null if invalid. Also returns /// null if the entity does not have a . /// An entity with a valid construction state will always be at a valid node. public ConstructionGraphNode? GetCurrentNode(EntityUid uid, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction, false)) return null; if (construction.Node is not {} nodeIdentifier) return null; return GetCurrentGraph(uid, construction) is not {} graph ? null : GetNodeFromGraph(graph, nodeIdentifier); } /// /// Gets the construction graph edge the entity is currently at, or null. /// /// The target entity. /// The construction component of the target entity. Will be resolved if null. /// The construction graph edge the entity is currently at, if any. Also returns null if the entity /// does not have a . /// An entity with a valid construction state might not always be at an edge. public ConstructionGraphEdge? GetCurrentEdge(EntityUid uid, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction, false)) return null; if (construction.EdgeIndex is not {} edgeIndex) return null; return GetCurrentNode(uid, construction) is not {} node ? null : GetEdgeFromNode(node, edgeIndex); } /// /// Gets the construction graph step the entity is currently at, or null. /// /// The target entity. /// The construction component of the target entity. Will be resolved if null. /// The construction graph step the entity is currently at, if any. Also returns null if the entity /// does not have a . /// An entity with a valid construction state might not always be at a step or an edge. public ConstructionGraphStep? GetCurrentStep(EntityUid uid, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction, false)) return null; if (GetCurrentEdge(uid, construction) is not {} edge) return null; return GetStepFromEdge(edge, construction.StepIndex); } /// /// Gets the construction graph node the entity's construction pathfinding is currently targeting, if any. /// /// The target entity. /// The construction component of the target entity. Will be resolved if null. /// The construction graph node the entity's construction pathfinding is currently targeting, or null /// if it's not currently targeting any node. Also returns null if the entity does not have a /// . /// Target nodes are entirely optional and only used for pathfinding purposes. public ConstructionGraphNode? GetTargetNode(EntityUid uid, ConstructionComponent? construction) { if (!Resolve(uid, ref construction)) return null; if (construction.TargetNode is not {} targetNodeId) return null; if (GetCurrentGraph(uid, construction) is not {} graph) return null; return GetNodeFromGraph(graph, targetNodeId); } /// /// Gets the construction graph edge the entity's construction pathfinding is currently targeting, if any. /// /// The target entity. /// The construction component of the target entity. Will be resolved if null. /// The construction graph edge the entity's construction pathfinding is currently targeting, or null /// if it's not currently targeting any edge. Also returns null if the entity does not have a /// . /// Target edges are entirely optional and only used for pathfinding purposes. The targeted edge will /// be an edge on the current construction node the entity is at. public ConstructionGraphEdge? GetTargetEdge(EntityUid uid, ConstructionComponent? construction) { if (!Resolve(uid, ref construction)) return null; if (construction.TargetEdgeIndex is not {} targetEdgeIndex) return null; if (GetCurrentNode(uid, construction) is not {} node) return null; return GetEdgeFromNode(node, targetEdgeIndex); } /// /// Gets both the construction edge and step the entity is currently at, if any. /// /// The target entity. /// The construction component of the target entity. Will be resolved if null. /// A tuple containing the current edge and step the entity's construction state is at. /// The edge, step or both could be null. A valid construction state does not necessarily need them. public (ConstructionGraphEdge? edge, ConstructionGraphStep? step) GetCurrentEdgeAndStep(EntityUid uid, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction, false)) return default; var edge = GetCurrentEdge(uid, construction); if (edge == null) return default; var step = GetStepFromEdge(edge, construction.StepIndex); return (edge, step); } /// /// Gets a node from a construction graph given its identifier. /// /// The construction graph where to get the node. /// The identifier that corresponds to the node. /// The node that corresponds to the identifier, or null if it doesn't exist. public ConstructionGraphNode? GetNodeFromGraph(ConstructionGraphPrototype graph, string id) { return graph.Nodes.TryGetValue(id, out var node) ? node : null; } /// /// Gets an edge from a construction node given its index. /// /// The construction node where to get the edge. /// The index or position of the edge on the node. /// The edge on that index in the construction node, or null if none. public ConstructionGraphEdge? GetEdgeFromNode(ConstructionGraphNode node, int index) { return node.Edges.Count > index ? node.Edges[index] : null; } /// /// Gets a step from a construction edge given its index. /// /// The construction edge where to get the step. /// The index or position of the step on the edge. /// The edge on that index in the construction edge, or null if none. public ConstructionGraphStep? GetStepFromEdge(ConstructionGraphEdge edge, int index) { return edge.Steps.Count > index ? edge.Steps[index] : null; } /// /// Performs a node change on a construction entity, optionally performing the actions for the new node. /// /// The target entity. /// An optional user entity, for actions. /// The identifier of the node to change to. /// Whether the actions for the new node will be performed or not. /// The construction component of the target entity. Will be resolved if null. /// Whether the node change succeeded or not. Also returns false if the entity does not have a . /// This method also updates the construction pathfinding automatically, if the node change succeeds. public bool ChangeNode(EntityUid uid, EntityUid? userUid, string id, bool performActions = true, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction)) return false; if (GetCurrentGraph(uid, construction) is not {} graph || GetNodeFromGraph(graph, id) is not {} node) return false; construction.Node = id; if(performActions) PerformActions(uid, userUid, node.Actions); // An action might have deleted the entity... Account for this. if (!Exists(uid)) return false; // ChangeEntity will handle the pathfinding update. if (node.Entity is {} newEntity && ChangeEntity(uid, userUid, newEntity, construction) != null) return true; UpdatePathfinding(uid, construction); return true; } /// /// Performs an entity prototype change on a construction entity. /// The old entity will be removed, and a new one will be spawned in its place. Some values will be kept, /// and any containers handled by construction will be transferred to the new entity as well. /// /// The target entity. /// An optional user entity, for actions. /// The entity prototype identifier for the new entity. /// The construction component of the target entity. Will be resolved if null. /// The metadata component of the target entity. Will be resolved if null. /// The transform component of the target entity. Will be resolved if null. /// The container manager component of the target entity. Will be resolved if null, /// but it is an optional component and not required for the method to work. /// The new entity, or null if the method did not succeed. private EntityUid? ChangeEntity(EntityUid uid, EntityUid? userUid, string newEntity, ConstructionComponent? construction = null, MetaDataComponent? metaData = null, TransformComponent? transform = null, ContainerManagerComponent? containerManager = null) { if (!Resolve(uid, ref construction, ref metaData, ref transform)) return null; if (newEntity == metaData.EntityPrototype?.ID || !_prototypeManager.HasIndex(newEntity)) return null; // Optional resolves. Resolve(uid, ref containerManager, false); // We create the new entity. var newUid = EntityManager.SpawnEntity(newEntity, transform.Coordinates); // Construction transferring. var newConstruction = EntityManager.EnsureComponent(newUid); // We set the graph and node accordingly... Then we append our containers to theirs. ChangeGraph(newUid, userUid, construction.Graph, construction.Node, false, newConstruction); if (construction.TargetNode is {} targetNode) SetPathfindingTarget(newUid, targetNode, newConstruction); // Transfer all construction-owned containers. newConstruction.Containers.UnionWith(construction.Containers); // Transfer all pending interaction events too. while (construction.InteractionQueue.TryDequeue(out var ev)) { newConstruction.InteractionQueue.Enqueue(ev); } // Transform transferring. var newTransform = Transform(newUid); newTransform.LocalRotation = transform.LocalRotation; newTransform.Anchored = transform.Anchored; // Container transferring. if (containerManager != null) { // Ensure the new entity has a container manager. Also for resolve goodness. var newContainerManager = EntityManager.EnsureComponent(newUid); // Transfer all construction-owned containers from the old entity to the new one. foreach (var container in construction.Containers) { if (!_containerSystem.TryGetContainer(uid, container, out var ourContainer, containerManager)) continue; // NOTE: Only Container is supported by Construction! var otherContainer = _containerSystem.EnsureContainer(newUid, container, newContainerManager); for (var i = ourContainer.ContainedEntities.Count - 1; i >= 0; i--) { var entity = ourContainer.ContainedEntities[i]; ourContainer.ForceRemove(entity); otherContainer.Insert(entity); } } } QueueDel(uid); if(GetCurrentNode(newUid, newConstruction) is {} node) PerformActions(newUid, userUid, node.Actions); return newUid; } /// /// Performs a construction graph change on a construction entity, also changing the node to a valid one on /// the new graph. /// /// The target entity. /// An optional user entity, for actions. /// The identifier for the construction graph to switch to. /// The identifier for a node on the new construction graph to switch to. /// Whether actions on the new node will be performed or not. /// The construction component of the target entity. Will be resolved if null. /// Whether the construction graph change succeeded or not. Returns false if the entity does not have /// a . public bool ChangeGraph(EntityUid uid, EntityUid? userUid, string graphId, string nodeId, bool performActions = true, ConstructionComponent? construction = null) { if (!Resolve(uid, ref construction)) return false; if (!_prototypeManager.TryIndex(graphId, out var graph)) return false; if(GetNodeFromGraph(graph, nodeId) is not {}) return false; construction.Graph = graphId; return ChangeNode(uid, userUid, nodeId, performActions, construction); } } }