228 lines
8.3 KiB
C#
228 lines
8.3 KiB
C#
using Content.Shared.Popups;
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using Content.Shared.Stacks;
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using Content.Shared.Verbs;
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using Content.Shared.Materials;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Stack
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{
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/// <summary>
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/// Entity system that handles everything relating to stacks.
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/// This is a good example for learning how to code in an ECS manner.
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/// </summary>
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[UsedImplicitly]
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public sealed class StackSystem : SharedStackSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedStackSystem _sharedStack = default!;
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public static readonly int[] DefaultSplitAmounts = { 1, 5, 10, 20, 30, 50 };
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StackComponent, GetVerbsEvent<AlternativeVerb>>(OnStackAlternativeInteract);
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}
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public override void SetCount(EntityUid uid, int amount, StackComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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base.SetCount(uid, amount, component);
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// Queue delete stack if count reaches zero.
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if (component.Count <= 0)
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QueueDel(uid);
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}
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/// <summary>
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/// Try to split this stack into two. Returns a non-null <see cref="Robust.Shared.GameObjects.EntityUid"/> if successful.
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/// </summary>
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public EntityUid? Split(EntityUid uid, int amount, EntityCoordinates spawnPosition, StackComponent? stack = null)
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{
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if (!Resolve(uid, ref stack))
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return null;
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if (stack.StackTypeId == null)
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return null;
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// Get a prototype ID to spawn the new entity. Null is also valid, although it should rarely be picked...
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var prototype = _prototypeManager.TryIndex<StackPrototype>(stack.StackTypeId, out var stackType)
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? stackType.Spawn
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: Prototype(stack.Owner)?.ID;
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// Try to remove the amount of things we want to split from the original stack...
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if (!Use(uid, amount, stack))
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return null;
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// Set the output parameter in the event instance to the newly split stack.
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var entity = Spawn(prototype, spawnPosition);
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if (TryComp(entity, out StackComponent? stackComp))
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{
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// Set the split stack's count.
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SetCount(entity, amount, stackComp);
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// Don't let people dupe unlimited stacks
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stackComp.Unlimited = false;
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}
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return entity;
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}
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/// <summary>
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/// Spawns a stack of a certain stack type. See <see cref="StackPrototype"/>.
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/// </summary>
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public EntityUid Spawn(int amount, StackPrototype prototype, EntityCoordinates spawnPosition)
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{
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// Set the output result parameter to the new stack entity...
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var entity = Spawn(prototype.Spawn, spawnPosition);
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var stack = Comp<StackComponent>(entity);
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// And finally, set the correct amount!
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SetCount(entity, amount, stack);
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return entity;
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}
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/// <summary>
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/// Say you want to spawn 97 units of something that has a max stack count of 30.
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/// This would spawn 3 stacks of 30 and 1 stack of 7.
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/// </summary>
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public List<EntityUid> SpawnMultiple(int amount, MaterialPrototype materialProto, EntityCoordinates coordinates)
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{
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var list = new List<EntityUid>();
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if (amount <= 0)
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return list;
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// At least 1 is being spawned, we'll use the first to extract otherwise inaccessible information
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// ??TODO??: Indexing the entity proto and extracting from its component registry could possibly be better?
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// it doesn't look like it would save LOC even compressing this to a single loop and I'm not sure what other issues it might introduce
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var firstSpawn = Spawn(materialProto.StackEntity, coordinates);
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list.Add(firstSpawn);
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if (!TryComp<StackComponent>(firstSpawn, out var stack) || stack.StackTypeId == null)
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return list;
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if (!TryComp<MaterialComponent>(firstSpawn, out var material))
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return list;
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int maxCountPerStack = _sharedStack.GetMaxCount(stack);
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var materialPerStack = material.Materials[materialProto.ID];
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var materialPerMaxCount = maxCountPerStack * materialPerStack;
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// no material duping for you
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if (amount < materialPerStack)
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{
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Del(firstSpawn);
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return list;
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}
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if (amount > materialPerMaxCount)
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{
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SetCount(firstSpawn, maxCountPerStack, stack);
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amount -= materialPerMaxCount;
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} else
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{
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SetCount(firstSpawn, (amount / materialPerStack), stack);
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amount = 0;
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}
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while (amount > 0)
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{
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var entity = Spawn(materialProto.StackEntity, coordinates);
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list.Add(entity);
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var nextStack = Comp<StackComponent>(entity);
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if (amount > materialPerMaxCount)
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{
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SetCount(entity, materialPerMaxCount, nextStack);
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amount -= materialPerMaxCount;
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}
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else
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{
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SetCount(entity, (amount / materialPerStack), nextStack);
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amount = 0;
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}
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}
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return list;
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}
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/// <summary>
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/// Spawn an amount of a material in stack entities. Note the 'amount' is material dependent. 1 biomass = 1 biomass in its stack,
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/// but 100 plasma = 1 sheet of plasma, etc.
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/// </summary>
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public List<EntityUid> SpawnMultipleFromMaterial(int amount, string material, EntityCoordinates coordinates)
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{
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if (!_prototypeManager.TryIndex<MaterialPrototype>(material, out var stackType))
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{
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Logger.Error("Failed to index material prototype " + material);
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return new List<EntityUid>();
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}
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return SpawnMultiple(amount, stackType, coordinates);
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}
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private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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return;
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AlternativeVerb halve = new()
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{
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Text = Loc.GetString("comp-stack-split-halve"),
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Category = VerbCategory.Split,
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Act = () => UserSplit(uid, args.User, stack.Count / 2, stack),
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Priority = 1
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};
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args.Verbs.Add(halve);
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var priority = 0;
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foreach (var amount in DefaultSplitAmounts)
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{
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if (amount >= stack.Count)
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continue;
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AlternativeVerb verb = new()
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{
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Text = amount.ToString(),
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Category = VerbCategory.Split,
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Act = () => UserSplit(uid, args.User, amount, stack),
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// we want to sort by size, not alphabetically by the verb text.
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Priority = priority
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};
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priority--;
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args.Verbs.Add(verb);
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}
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}
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private void UserSplit(EntityUid uid, EntityUid userUid, int amount,
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StackComponent? stack = null,
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TransformComponent? userTransform = null)
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{
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if (!Resolve(uid, ref stack))
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return;
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if (!Resolve(userUid, ref userTransform))
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return;
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if (amount <= 0)
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{
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PopupSystem.PopupCursor(Loc.GetString("comp-stack-split-too-small"), userUid, PopupType.Medium);
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return;
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}
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if (Split(uid, amount, userTransform.Coordinates, stack) is not {} split)
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return;
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HandsSystem.PickupOrDrop(userUid, split);
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PopupSystem.PopupCursor(Loc.GetString("comp-stack-split"), userUid);
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}
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}
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}
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