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