* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
192 lines
6.7 KiB
C#
192 lines
6.7 KiB
C#
using System;
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using Content.Server.Hands.Components;
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using Content.Server.Popups;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Stacks;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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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 class StackSystem : SharedStackSystem
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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 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, InteractUsingEvent>(OnStackInteractUsing);
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SubscribeLocalEvent<StackComponent, GetAlternativeVerbsEvent>(OnStackAlternativeInteract);
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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, SharedStackComponent? 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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// 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 SharedStackComponent? 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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private void OnStackInteractUsing(EntityUid uid, StackComponent stack, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<StackComponent>(args.Used, out var otherStack))
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return;
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if (!otherStack.StackTypeId.Equals(stack.StackTypeId))
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return;
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var toTransfer = Math.Min(stack.Count, otherStack.AvailableSpace);
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SetCount(uid, stack.Count - toTransfer, stack);
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SetCount(args.Used, otherStack.Count + toTransfer, otherStack);
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var popupPos = args.ClickLocation;
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if (!popupPos.IsValid(EntityManager))
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{
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popupPos = Transform(args.User).Coordinates;
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}
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var filter = Filter.Entities(args.User);
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switch (toTransfer)
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{
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case > 0:
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_popupSystem.PopupCoordinates($"+{toTransfer}", popupPos, filter);
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if (otherStack.AvailableSpace == 0)
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{
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_popupSystem.PopupCoordinates(Loc.GetString("comp-stack-becomes-full"),
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popupPos.Offset(new Vector2(0, -0.5f)) , filter);
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}
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break;
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case 0 when otherStack.AvailableSpace == 0:
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_popupSystem.PopupCoordinates(Loc.GetString("comp-stack-already-full"), popupPos, filter);
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break;
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}
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args.Handled = true;
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}
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private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetAlternativeVerbsEvent args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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Verb 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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Verb 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"), Filter.Entities(userUid));
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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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if (TryComp<HandsComponent>(userUid, out var hands) && TryComp<SharedItemComponent>(split, out var item))
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{
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hands.PutInHandOrDrop(item);
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}
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_popupSystem.PopupCursor(Loc.GetString("comp-stack-split"), Filter.Entities(userUid));
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}
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}
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}
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