* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
126 lines
4.6 KiB
C#
126 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Construction;
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using Content.Server.Interfaces.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Construction
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{
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[RegisterComponent]
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public class MachineComponent : Component, IMapInit
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{
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public override string Name => "Machine";
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public string BoardPrototype { get; private set; }
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private Container _boardContainer;
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private Container _partContainer;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.BoardPrototype, "board", null);
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}
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public override void Initialize()
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{
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base.Initialize();
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_boardContainer = ContainerManagerComponent.Ensure<Container>(MachineFrameComponent.BoardContainer, Owner);
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_partContainer = ContainerManagerComponent.Ensure<Container>(MachineFrameComponent.PartContainer, Owner);
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}
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protected override void Startup()
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{
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base.Startup();
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CreateBoardAndStockParts();
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}
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public IEnumerable<MachinePartComponent> GetAllParts()
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{
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foreach (var entity in _partContainer.ContainedEntities)
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{
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if (entity.TryGetComponent<MachinePartComponent>(out var machinePart))
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yield return machinePart;
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}
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}
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public void RefreshParts()
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{
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foreach (var refreshable in Owner.GetAllComponents<IRefreshParts>())
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{
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refreshable.RefreshParts(GetAllParts());
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}
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}
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public void CreateBoardAndStockParts()
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{
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// Entity might not be initialized yet.
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var boardContainer = ContainerManagerComponent.Ensure<Container>(MachineFrameComponent.BoardContainer, Owner, out var existedBoard);
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var partContainer = ContainerManagerComponent.Ensure<Container>(MachineFrameComponent.PartContainer, Owner, out var existedParts);
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if (string.IsNullOrEmpty(BoardPrototype))
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return;
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var entityManager = Owner.EntityManager;
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if (existedBoard || existedParts)
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{
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// We're done here, let's suppose all containers are correct just so we don't screw SaveLoadSave.
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if (boardContainer.ContainedEntities.Count > 0)
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return;
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}
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var board = entityManager.SpawnEntity(BoardPrototype, Owner.Transform.Coordinates);
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if (!_boardContainer.Insert(board))
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{
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throw new Exception($"Couldn't insert board with prototype {BoardPrototype} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}!");
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}
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if (!board.TryGetComponent<MachineBoardComponent>(out var machineBoard))
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{
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throw new Exception($"Entity with prototype {BoardPrototype} doesn't have a {nameof(MachineBoardComponent)}!");
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}
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foreach (var (part, amount) in machineBoard.Requirements)
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{
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for (var i = 0; i < amount; i++)
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{
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var p = entityManager.SpawnEntity(MachinePartComponent.Prototypes[part], Owner.Transform.Coordinates);
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if (!partContainer.Insert(p))
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throw new Exception($"Couldn't insert machine part of type {part} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}!");
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}
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}
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foreach (var (stackType, amount) in machineBoard.MaterialRequirements)
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{
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var s = StackHelpers.SpawnStack(stackType, amount, Owner.Transform.Coordinates);
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if (!partContainer.Insert(s))
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throw new Exception($"Couldn't insert machine material of type {stackType} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}");
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}
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foreach (var (compName, info) in machineBoard.ComponentRequirements)
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{
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for (var i = 0; i < info.Amount; i++)
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{
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var c = entityManager.SpawnEntity(info.DefaultPrototype, Owner.Transform.Coordinates);
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if(!partContainer.Insert(c))
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throw new Exception($"Couldn't insert machine component part with default prototype '{compName}' to machine with prototype {Owner.Prototype?.ID ?? "N/A"}");
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}
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}
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}
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public void MapInit()
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{
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CreateBoardAndStockParts();
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}
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}
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}
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