* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
236 lines
7.9 KiB
C#
236 lines
7.9 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Materials;
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Research;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class LatheComponent : SharedLatheComponent, IInteractUsing, IActivate
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{
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public const int VolumePerSheet = 100;
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[ViewVariables]
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public Queue<LatheRecipePrototype> Queue { get; } = new();
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[ViewVariables]
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public bool Producing { get; private set; }
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private LatheState _state = LatheState.Base;
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protected virtual LatheState State
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{
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get => _state;
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set => _state = value;
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}
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[ViewVariables]
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private LatheRecipePrototype? _producingRecipe;
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[ViewVariables]
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private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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private static readonly TimeSpan InsertionTime = TimeSpan.FromSeconds(0.9f);
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(LatheUiKey.Key);
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
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{
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if (!Powered)
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return;
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switch (message.Message)
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{
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case LatheQueueRecipeMessage msg:
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PrototypeManager.TryIndex(msg.ID, out LatheRecipePrototype? recipe);
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if (recipe != null!)
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for (var i = 0; i < msg.Quantity; i++)
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{
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Queue.Enqueue(recipe);
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UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue()));
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}
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break;
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case LatheSyncRequestMessage _:
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if (!Owner.HasComponent<MaterialStorageComponent>()) return;
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UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue()));
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if (_producingRecipe != null)
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UserInterface?.SendMessage(new LatheProducingRecipeMessage(_producingRecipe.ID));
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break;
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case LatheServerSelectionMessage _:
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if (!Owner.TryGetComponent(out ResearchClientComponent? researchClient)) return;
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researchClient.OpenUserInterface(message.Session);
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break;
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case LatheServerSyncMessage _:
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if (!Owner.TryGetComponent(out TechnologyDatabaseComponent? database)
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|| !Owner.TryGetComponent(out ProtolatheDatabaseComponent? protoDatabase)) return;
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if (database.SyncWithServer())
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protoDatabase.Sync();
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break;
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}
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}
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internal bool Produce(LatheRecipePrototype recipe)
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{
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if (Producing || !Powered || !CanProduce(recipe) || !Owner.TryGetComponent(out MaterialStorageComponent? storage)) return false;
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UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue()));
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Producing = true;
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_producingRecipe = recipe;
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foreach (var (material, amount) in recipe.RequiredMaterials)
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{
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// This should always return true, otherwise CanProduce fucked up.
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storage.RemoveMaterial(material, amount);
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}
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UserInterface?.SendMessage(new LatheProducingRecipeMessage(recipe.ID));
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State = LatheState.Producing;
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SetAppearance(LatheVisualState.Producing);
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Owner.SpawnTimer(recipe.CompleteTime, () =>
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{
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Producing = false;
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_producingRecipe = null;
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Owner.EntityManager.SpawnEntity(recipe.Result, Owner.Transform.Coordinates);
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UserInterface?.SendMessage(new LatheStoppedProducingRecipeMessage());
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State = LatheState.Base;
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SetAppearance(LatheVisualState.Idle);
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});
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return true;
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}
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public void OpenUserInterface(IPlayerSession session)
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{
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UserInterface?.Open(session);
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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return;
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if (!Powered)
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{
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return;
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}
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OpenUserInterface(actor.playerSession);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out MaterialStorageComponent? storage)
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|| !eventArgs.Using.TryGetComponent(out MaterialComponent? material)) return false;
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var multiplier = 1;
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if (eventArgs.Using.TryGetComponent(out StackComponent? stack)) multiplier = stack.Count;
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var totalAmount = 0;
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// Check if it can insert all materials.
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foreach (var (_, mat) in material.MaterialTypes)
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{
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// TODO: Change how MaterialComponent works so this is not hard-coded.
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if (!storage.CanInsertMaterial(mat.ID, VolumePerSheet * multiplier)) return false;
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totalAmount += VolumePerSheet * multiplier;
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}
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// Check if it can take ALL of the material's volume.
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if (storage.CanTakeAmount(totalAmount)) return false;
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foreach (var (_, mat) in material.MaterialTypes)
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{
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storage.InsertMaterial(mat.ID, VolumePerSheet * multiplier);
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}
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State = LatheState.Inserting;
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switch (material.MaterialTypes.First().Value.Name)
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{
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case "steel":
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SetAppearance(LatheVisualState.InsertingMetal);
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break;
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case "glass":
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SetAppearance(LatheVisualState.InsertingGlass);
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break;
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case "gold":
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SetAppearance(LatheVisualState.InsertingGold);
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break;
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case "plastic":
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SetAppearance(LatheVisualState.InsertingPlastic);
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break;
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case "plasma":
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SetAppearance(LatheVisualState.InsertingPlasma);
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break;
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}
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Owner.SpawnTimer(InsertionTime, () =>
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{
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State = LatheState.Base;
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SetAppearance(LatheVisualState.Idle);
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});
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eventArgs.Using.Delete();
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return true;
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}
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private void SetAppearance(LatheVisualState state)
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{
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(PowerDeviceVisuals.VisualState, state);
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}
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}
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private Queue<string> GetIdQueue()
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{
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var queue = new Queue<string>();
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foreach (var recipePrototype in Queue)
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{
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queue.Enqueue(recipePrototype.ID);
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}
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return queue;
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}
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protected enum LatheState
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{
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Base,
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Inserting,
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Producing
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}
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}
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}
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