Files
tbd-station-14/Content.Server/Lathe/LatheSystem.cs
metalgearsloth 2d873a2cf2 Add static "IsPowered" method (#8434)
* Add static "IsPowered" method

* Use IsPowered in more places

Co-authored-by: wrexbe <wrexbe@protonmail.com>
2022-05-26 17:36:12 -07:00

305 lines
12 KiB
C#

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.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Stack;
using Content.Server.UserInterface;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Player;
using Robust.Shared.Audio;
using JetBrains.Annotations;
namespace Content.Server.Lathe
{
[UsedImplicitly]
public sealed class LatheSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LatheComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<LatheComponent, ComponentInit>(OnComponentInit);
}
// These queues are to add/remove COMPONENTS to the lathes
private Queue<EntityUid> ProducingAddQueue = new();
private Queue<EntityUid> ProducingRemoveQueue = new();
private Queue<EntityUid> InsertingAddQueue = new();
private Queue<EntityUid> InsertingRemoveQueue = new();
public override void Update(float frameTime)
{
foreach (var uid in ProducingAddQueue)
EnsureComp<LatheProducingComponent>(uid);
ProducingAddQueue.Clear();
foreach (var uid in ProducingRemoveQueue)
RemComp<LatheProducingComponent>(uid);
ProducingRemoveQueue.Clear();
foreach (var uid in InsertingAddQueue)
EnsureComp<LatheInsertingComponent>(uid);
InsertingAddQueue.Clear();
foreach (var uid in InsertingRemoveQueue)
RemComp<LatheInsertingComponent>(uid);
InsertingRemoveQueue.Clear();
foreach (var (insertingComp, lathe) in EntityQuery<LatheInsertingComponent, LatheComponent>(false))
{
if (lathe.InsertionAccumulator < lathe.InsertionTime)
{
lathe.InsertionAccumulator += frameTime;
continue;
}
lathe.InsertionAccumulator = 0;
UpdateInsertingAppearance(lathe.Owner, false);
InsertingRemoveQueue.Enqueue(lathe.Owner);
}
foreach (var (producingComp, lathe) in EntityQuery<LatheProducingComponent, LatheComponent>(false))
{
if (lathe.ProducingRecipe == null)
continue;
if (lathe.ProducingAccumulator < lathe.ProducingRecipe.CompleteTime.TotalSeconds)
{
lathe.ProducingAccumulator += frameTime;
continue;
}
lathe.ProducingAccumulator = 0;
FinishProducing(lathe.ProducingRecipe, lathe, true);
}
}
/// <summary>
/// Initialize the UI and appearance.
/// Appearance requires initialization or the layers break
/// </summary>
private void OnComponentInit(EntityUid uid, LatheComponent component, ComponentInit args)
{
component.UserInterface = uid.GetUIOrNull(LatheUiKey.Key);
if (component.UserInterface != null)
{
component.UserInterface.OnReceiveMessage += msg => UserInterfaceOnOnReceiveMessage(uid, component, msg);
}
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(LatheVisuals.IsInserting, false);
appearance.SetData(LatheVisuals.IsRunning, false);
}
/// <summary>
/// When someone tries to use an item on the lathe,
/// insert it if it's a stack and fits inside
/// </summary>
private void OnInteractUsing(EntityUid uid, LatheComponent component, InteractUsingEvent args)
{
if (!TryComp<MaterialStorageComponent>(uid, out var storage)
|| !TryComp<MaterialComponent>(args.Used, out var material)
|| component.LatheWhitelist?.IsValid(args.Used) == false)
return;
var multiplier = 1;
if (TryComp<StackComponent>(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)
{
SoundSystem.Play(Filter.Pvs(component.Owner, entityManager: EntityManager), component.InsertingSound.GetSound(), component.Owner);
}
// We need the prototype to get the color
_prototypeManager.TryIndex(lastMat, out MaterialPrototype? matProto);
EntityManager.QueueDeleteEntity(args.Used);
InsertingAddQueue.Enqueue(uid);
_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);
}
/// <summary>
/// This handles the checks to start producing an item, and
/// starts up the sound and visuals
/// </summary>
private void Produce(LatheComponent component, LatheRecipePrototype recipe, bool SkipCheck = false)
{
if (!component.CanProduce(recipe)
|| !TryComp(component.Owner, out MaterialStorageComponent? storage))
{
FinishProducing(recipe, component, false);
return;
}
if (!SkipCheck && HasComp<LatheProducingComponent>(component.Owner))
{
FinishProducing(recipe, component, false);
return;
}
if (!this.IsPowered(component.Owner, EntityManager))
{
FinishProducing(recipe, component, false);
return;
}
component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component)));
component.ProducingRecipe = recipe;
foreach (var (material, amount) in recipe.RequiredMaterials)
{
// This should always return true, otherwise CanProduce fucked up.
storage.RemoveMaterial(material, amount);
}
component.UserInterface?.SendMessage(new LatheProducingRecipeMessage(recipe.ID));
if (component.ProducingSound != null)
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.ProducingSound.GetSound(), component.Owner);
}
UpdateRunningAppearance(component.Owner, true);
ProducingAddQueue.Enqueue(component.Owner);
}
/// <summary>
/// If we were able to produce the recipe,
/// spawn it and cleanup. If we weren't, just do cleanup.
/// </summary>
private void FinishProducing(LatheRecipePrototype recipe, LatheComponent component, bool productionSucceeded = true)
{
component.ProducingRecipe = null;
if (productionSucceeded)
EntityManager.SpawnEntity(recipe.Result, Comp<TransformComponent>(component.Owner).Coordinates);
component.UserInterface?.SendMessage(new LatheStoppedProducingRecipeMessage());
// Continue to next in queue if there are items left
if (component.Queue.Count > 0)
{
Produce(component, component.Queue.Dequeue(), true);
return;
}
ProducingRemoveQueue.Enqueue(component.Owner);
UpdateRunningAppearance(component.Owner, false);
}
/// <summary>
/// Sets the machine sprite to either play the running animation
/// or stop.
/// </summary>
private void UpdateRunningAppearance(EntityUid uid, bool isRunning)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(LatheVisuals.IsRunning, isRunning);
}
/// <summary>
/// Sets the machine sprite to play the inserting animation
/// and sets the color of the inserted mat if applicable
/// </summary>
private void UpdateInsertingAppearance(EntityUid uid, bool isInserting, Color? color = null)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(LatheVisuals.IsInserting, isInserting);
if (color != null)
appearance.SetData(LatheVisuals.InsertingColor, color);
}
/// <summary>
/// Handles all the button presses in the lathe UI
/// </summary>
private void UserInterfaceOnOnReceiveMessage(EntityUid uid, LatheComponent component, ServerBoundUserInterfaceMessage message)
{
if (!this.IsPowered(uid, EntityManager))
return;
switch (message.Message)
{
case LatheQueueRecipeMessage msg:
_prototypeManager.TryIndex(msg.ID, out LatheRecipePrototype? recipe);
if (recipe != null!)
for (var i = 0; i < msg.Quantity; i++)
{
component.Queue.Enqueue(recipe);
component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component)));
}
if (!HasComp<LatheProducingComponent>(component.Owner) && component.Queue.Count > 0)
Produce(component, component.Queue.Dequeue());
break;
case LatheSyncRequestMessage _:
if (!HasComp<MaterialStorageComponent>(uid)) return;
component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component)));
if (component.ProducingRecipe != null)
component.UserInterface?.SendMessage(new LatheProducingRecipeMessage(component.ProducingRecipe.ID));
break;
case LatheServerSelectionMessage _:
if (!TryComp(uid, out ResearchClientComponent? researchClient)) return;
researchClient.OpenUserInterface(message.Session);
break;
case LatheServerSyncMessage _:
if (!TryComp(uid, out TechnologyDatabaseComponent? database)
|| !TryComp(uid, out ProtolatheDatabaseComponent? protoDatabase)) return;
if (database.SyncWithServer())
protoDatabase.Sync();
break;
}
}
/// <summary>
/// Gets all the prototypes in the lathe's construction queue
/// </summary>
private Queue<string> GetIdQueue(LatheComponent lathe)
{
var queue = new Queue<string>();
foreach (var recipePrototype in lathe.Queue)
{
queue.Enqueue(recipePrototype.ID);
}
return queue;
}
}
}