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;
// ChangeEntity will handle the pathfinding update.
if (node.Entity is {} newEntity && ChangeEntity(uid, userUid, newEntity, construction) != null)
return true;
if(performActions)
PerformActions(uid, userUid, node.Actions);
// An action might have deleted the entity... Account for this.
if (!Exists(uid))
return false;
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);
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);
}
}
}