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.EntitySystems; using Content.Server.Research; using Content.Server.Stack; using Content.Shared.Research.Components; using Robust.Server.GameObjects; using Robust.Shared.Prototypes; using Robust.Shared.Player; using JetBrains.Annotations; using System.Linq; using Robust.Server.Player; namespace Content.Server.Lathe { [UsedImplicitly] public sealed class LatheSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; [Dependency] private readonly SharedAudioSystem _audioSys = default!; [Dependency] private readonly UserInterfaceSystem _uiSys = default!; [Dependency] private readonly ResearchSystem _researchSys = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInteractUsing); SubscribeLocalEvent(OnComponentInit); SubscribeLocalEvent(OnLatheQueueRecipeMessage); SubscribeLocalEvent(OnLatheSyncRequestMessage); SubscribeLocalEvent(OnLatheServerSelectionMessage); SubscribeLocalEvent(OnLatheServerSyncMessage); } public override void Update(float frameTime) { foreach (var comp in EntityQuery()) { comp.TimeRemaining -= frameTime; if (comp.TimeRemaining > 0) continue; UpdateInsertingAppearance(comp.Owner, false); RemCompDeferred(comp.Owner, comp); } foreach (var comp in EntityQuery()) { comp.TimeRemaining -= frameTime; if (comp.TimeRemaining <= 0) FinishProducing(comp.Owner, comp); } } /// /// Initialize the UI and appearance. /// Appearance requires initialization or the layers break /// private void OnComponentInit(EntityUid uid, LatheComponent component, ComponentInit args) { if (TryComp(uid, out var appearance)) { appearance.SetData(LatheVisuals.IsInserting, false); appearance.SetData(LatheVisuals.IsRunning, false); } //Fix this awful shit once Lathes get ECS'd. List? recipes = null; if (TryComp(uid, out var database)) recipes = database.ProtolatheRecipes.ToList(); else if (TryComp(uid, out var database2)) recipes = database2._recipes; if (recipes == null) return; foreach (var recipe in recipes) { foreach (var mat in recipe.RequiredMaterials) { if (!component.MaterialWhiteList.Contains(mat.Key)) component.MaterialWhiteList.Add(mat.Key); } } } /// /// 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 (args.Handled) return; if (!TryComp(uid, out var storage) || !TryComp(args.Used, out var material) || component.LatheWhitelist?.IsValid(args.Used) == false) return; args.Handled = true; var matUsed = false; foreach (var mat in material.Materials) if (component.MaterialWhiteList.Contains(mat.ID)) matUsed = true; if (!matUsed) { _popupSystem.PopupEntity(Loc.GetString("lathe-popup-material-not-used"), uid, Filter.Pvs(uid)); 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) _audioSys.PlayPvs(component.InsertingSound, uid); // We need the prototype to get the color _prototypeManager.TryIndex(lastMat, out MaterialPrototype? matProto); EntityManager.QueueDeleteEntity(args.Used); EnsureComp(uid).TimeRemaining = component.InsertionTime; _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 bool TryStartProducing(EntityUid uid, LatheProducingComponent? prodComp = null, LatheComponent? component = null) { if (!Resolve(uid, ref component) || component.Queue.Count == 0) return false; if (!this.IsPowered(uid, EntityManager)) return false; var recipeId = component.Queue[0]; if (!_prototypeManager.TryIndex(recipeId, out var recipe)) { // recipie does not exist. Remove and try produce the next item. component.Queue.RemoveAt(0); return TryStartProducing(uid, prodComp, component); } if (!component.CanProduce(recipe) || !TryComp(uid, out MaterialStorageComponent? storage)) return false; prodComp ??= EnsureComp(uid); if (prodComp.Recipe != null) return false; component.Queue.RemoveAt(0); prodComp.Recipe = recipeId; prodComp.TimeRemaining = (float)recipe.CompleteTime.TotalSeconds; foreach (var (material, amount) in recipe.RequiredMaterials) { // This should always return true, otherwise CanProduce fucked up. storage.RemoveMaterial(material, amount); } // Again, this should really just be a bui state instead of two separate messages. _uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheProducingRecipeMessage(recipe.ID)); _uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue)); if (component.ProducingSound != null) _audioSys.PlayPvs(component.ProducingSound, component.Owner); UpdateRunningAppearance(uid, true); return true; } /// /// If we were able to produce the recipe, /// spawn it and cleanup. If we weren't, just do cleanup. /// private void FinishProducing(EntityUid uid, LatheProducingComponent prodComp) { if (prodComp.Recipe == null || !_prototypeManager.TryIndex(prodComp.Recipe, out var recipe)) { RemCompDeferred(prodComp.Owner, prodComp); UpdateRunningAppearance(uid, false); return; } Spawn(recipe.Result, Transform(uid).Coordinates); prodComp.Recipe = null; // TODO this should probably just be a BUI state, not a special message. _uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheStoppedProducingRecipeMessage()); // Continue to next in queue if there are items left if (TryStartProducing(uid, prodComp)) return; RemComp(prodComp.Owner, prodComp); UpdateRunningAppearance(uid, 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); } #region UI Messages private void OnLatheQueueRecipeMessage(EntityUid uid, LatheComponent component, LatheQueueRecipeMessage args) { if (_prototypeManager.TryIndex(args.ID, out LatheRecipePrototype? recipe)) { for (var i = 0; i < args.Quantity; i++) { component.Queue.Add(recipe.ID); } // Again: TODO this should be handled by BUI states _uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue)); } TryStartProducing(component.Owner, null, component); } private void OnLatheSyncRequestMessage(EntityUid uid, LatheComponent component, LatheSyncRequestMessage args) { if (!HasComp(uid)) return; // Again: TODO BUI states. Why TF was this was this ever two separate messages!?!? _uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue)); if (TryComp(uid, out LatheProducingComponent? prodComp) && prodComp.Recipe != null) _uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheProducingRecipeMessage(prodComp.Recipe)); } private void OnLatheServerSelectionMessage(EntityUid uid, LatheComponent component, LatheServerSelectionMessage args) { // TODO W.. b.. why? // the client can just open the ui itself. why tf is it asking the server to open it for it. _uiSys.TryOpen(uid, ResearchClientUiKey.Key, (IPlayerSession) args.Session); } private void OnLatheServerSyncMessage(EntityUid uid, TechnologyDatabaseComponent component, LatheServerSyncMessage args) { _researchSys.SyncWithServer(component); if (TryComp(uid, out ProtolatheDatabaseComponent? protoDatabase)) protoDatabase.Sync(); } #endregion } }