Files
tbd-station-14/Content.Server/Construction/ConstructionSystem.Initial.cs
PixelTK 52af546267 Arachnid 2: Episode 2 (#19984)
* Shield

* minor sprite changes and buffs

* structure buff

* Crafting stuff

* tweaks

* 88-88

* Better web pocket sprites.

* yeah it's fine now.
2023-11-08 12:18:52 -08:00

541 lines
21 KiB
C#

using System.IO;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Construction.Components;
using Content.Server.Storage.EntitySystems;
using Content.Shared.ActionBlocker;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Construction.Steps;
using Content.Shared.Coordinates;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Storage;
using Content.Shared.Tag;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Construction
{
public sealed partial class ConstructionSystem
{
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
[Dependency] private readonly StorageSystem _storageSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
// --- WARNING! LEGACY CODE AHEAD! ---
// This entire file contains the legacy code for initial construction.
// This is bound to be replaced by a better alternative (probably using dummy entities)
// but for now I've isolated them in their own little file. This code is largely unchanged.
// --- YOU HAVE BEEN WARNED! AAAH! ---
private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
private void InitializeInitial()
{
SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
}
// LEGACY CODE. See warning at the top of the file!
private IEnumerable<EntityUid> EnumerateNearby(EntityUid user)
{
foreach (var item in _handsSystem.EnumerateHeld(user))
{
if (TryComp(item, out StorageComponent? storage))
{
foreach (var storedEntity in storage.Container.ContainedEntities!)
{
yield return storedEntity;
}
}
yield return item;
}
if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
{
while (containerSlotEnumerator.MoveNext(out var containerSlot))
{
if(!containerSlot.ContainedEntity.HasValue)
continue;
if (EntityManager.TryGetComponent(containerSlot.ContainedEntity.Value, out StorageComponent? storage))
{
foreach (var storedEntity in storage.Container.ContainedEntities)
{
yield return storedEntity;
}
}
yield return containerSlot.ContainedEntity.Value;
}
}
var pos = Transform(user).MapPosition;
foreach (var near in _lookupSystem.GetEntitiesInRange(pos, 2f, LookupFlags.Contained | LookupFlags.Dynamic | LookupFlags.Sundries | LookupFlags.Approximate))
{
if (near == user)
continue;
if (_interactionSystem.InRangeUnobstructed(pos, near, 2f) && _container.IsInSameOrParentContainer(user, near))
yield return near;
}
}
// LEGACY CODE. See warning at the top of the file!
private async Task<EntityUid?> Construct(EntityUid user, string materialContainer, ConstructionGraphPrototype graph, ConstructionGraphEdge edge, ConstructionGraphNode targetNode)
{
// We need a place to hold our construction items!
var container = _container.EnsureContainer<Container>(user, materialContainer, out var existed);
if (existed)
{
_popup.PopupEntity(Loc.GetString("construction-system-construct-cannot-start-another-construction"), user, user);
return null;
}
var containers = new Dictionary<string, Container>();
var doAfterTime = 0f;
// HOLY SHIT THIS IS SOME HACKY CODE.
// But I'd rather do this shit than risk having collisions with other containers.
Container GetContainer(string name)
{
if (containers.TryGetValue(name, out var container1))
return container1;
while (true)
{
var random = _robustRandom.Next();
var c = _container.EnsureContainer<Container>(user, random.ToString(), out var exists);
if (exists)
continue;
containers[name] = c;
return c;
}
}
void FailCleanup()
{
foreach (var entity in container.ContainedEntities.ToArray())
{
container.Remove(entity);
}
foreach (var cont in containers.Values)
{
foreach (var entity in cont.ContainedEntities.ToArray())
{
cont.Remove(entity);
}
}
// If we don't do this, items are invisible for some fucking reason. Nice.
Timer.Spawn(1, ShutdownContainers);
}
void ShutdownContainers()
{
container.Shutdown();
foreach (var c in containers.Values.ToArray())
{
c.Shutdown();
}
}
var failed = false;
var steps = new List<ConstructionGraphStep>();
var used = new HashSet<EntityUid>();
foreach (var step in edge.Steps)
{
doAfterTime += step.DoAfter;
var handled = false;
switch (step)
{
case MaterialConstructionGraphStep materialStep:
foreach (var entity in EnumerateNearby(user))
{
if (!materialStep.EntityValid(entity, out var stack))
continue;
if (used.Contains(entity))
continue;
// TODO allow taking from several stacks.
// Also update crafting steps to check if it works.
var splitStack = _stackSystem.Split(entity, materialStep.Amount, user.ToCoordinates(0, 0), stack);
if (splitStack == null)
continue;
if (string.IsNullOrEmpty(materialStep.Store))
{
if (!container.Insert(splitStack.Value))
continue;
}
else if (!GetContainer(materialStep.Store).Insert(splitStack.Value))
continue;
handled = true;
break;
}
break;
case ArbitraryInsertConstructionGraphStep arbitraryStep:
foreach (var entity in new HashSet<EntityUid>(EnumerateNearby(user)))
{
if (!arbitraryStep.EntityValid(entity, EntityManager, _factory))
continue;
if (used.Contains(entity))
continue;
// Dump out any stored entities in used entity
if (TryComp<StorageComponent>(entity, out var storage))
{
_container.EmptyContainer(storage.Container);
}
if (string.IsNullOrEmpty(arbitraryStep.Store))
{
if (!container.Insert(entity))
continue;
}
else if (!GetContainer(arbitraryStep.Store).Insert(entity))
continue;
handled = true;
used.Add(entity);
break;
}
break;
}
if (handled == false)
{
failed = true;
break;
}
steps.Add(step);
}
if (failed)
{
_popup.PopupEntity(Loc.GetString("construction-system-construct-no-materials"), user, user);
FailCleanup();
return null;
}
var doAfterArgs = new DoAfterArgs(EntityManager, user, doAfterTime, new AwaitedDoAfterEvent(), null)
{
BreakOnDamage = true,
BreakOnTargetMove = false,
BreakOnUserMove = true,
NeedHand = false,
// allow simultaneously starting several construction jobs using the same stack of materials.
CancelDuplicate = false,
BlockDuplicate = false,
};
if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
{
FailCleanup();
return null;
}
var newEntityProto = graph.Nodes[edge.Target].Entity.GetId(null, user, new(EntityManager));
var newEntity = EntityManager.SpawnEntity(newEntityProto, EntityManager.GetComponent<TransformComponent>(user).Coordinates);
if (!TryComp(newEntity, out ConstructionComponent? construction))
{
_sawmill.Error($"Initial construction does not have a valid target entity! It is missing a ConstructionComponent.\nGraph: {graph.ID}, Initial Target: {edge.Target}, Ent. Prototype: {newEntityProto}\nCreated Entity {ToPrettyString(newEntity)} will be deleted.");
Del(newEntity); // Screw you, make proper construction graphs.
return null;
}
// We attempt to set the pathfinding target.
SetPathfindingTarget(newEntity, targetNode.Name, construction);
// We preserve the containers...
foreach (var (name, cont) in containers)
{
var newCont = _container.EnsureContainer<Container>(newEntity, name);
foreach (var entity in cont.ContainedEntities.ToArray())
{
cont.ForceRemove(entity);
newCont.Insert(entity);
}
}
// We now get rid of all them.
ShutdownContainers();
// We have step completed steps!
foreach (var step in steps)
{
foreach (var completed in step.Completed)
{
completed.PerformAction(newEntity, user, EntityManager);
}
}
// And we also have edge completed effects!
foreach (var completed in edge.Completed)
{
completed.PerformAction(newEntity, user, EntityManager);
}
return newEntity;
}
private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is {Valid: true} user)
await TryStartItemConstruction(ev.PrototypeName, user);
}
// LEGACY CODE. See warning at the top of the file!
public async Task<bool> TryStartItemConstruction(string prototype, EntityUid user)
{
if (!_prototypeManager.TryIndex(prototype, out ConstructionPrototype? constructionPrototype))
{
_sawmill.Error($"Tried to start construction of invalid recipe '{prototype}'!");
return false;
}
if (!_prototypeManager.TryIndex(constructionPrototype.Graph,
out ConstructionGraphPrototype? constructionGraph))
{
_sawmill.Error(
$"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{prototype}'!");
return false;
}
if (constructionPrototype.EntityWhitelist != null && !constructionPrototype.EntityWhitelist.IsValid(user))
{
_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
return false;
}
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
if (!_actionBlocker.CanInteract(user, null))
return false;
if (!HasComp<HandsComponent>(user))
return false;
foreach (var condition in constructionPrototype.Conditions)
{
if (!condition.Condition(user, user.ToCoordinates(0, 0), Direction.South))
return false;
}
if (pathFind == null)
{
throw new InvalidDataException(
$"Can't find path from starting node to target node in construction! Recipe: {prototype}");
}
var edge = startNode.GetEdge(pathFind[0].Name);
if (edge == null)
{
throw new InvalidDataException(
$"Can't find edge from starting node to the next node in pathfinding! Recipe: {prototype}");
}
// No support for conditions here!
foreach (var step in edge.Steps)
{
switch (step)
{
case ToolConstructionGraphStep _:
throw new InvalidDataException("Invalid first step for construction recipe!");
}
}
if (await Construct(user, "item_construction", constructionGraph, edge, targetNode) is not { Valid: true } item)
return false;
// Just in case this is a stack, attempt to merge it. If it isn't a stack, this will just normally pick up
// or drop the item as normal.
_stackSystem.TryMergeToHands(item, user);
return true;
}
// LEGACY CODE. See warning at the top of the file!
private async void HandleStartStructureConstruction(TryStartStructureConstructionMessage ev, EntitySessionEventArgs args)
{
if (!_prototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype? constructionPrototype))
{
_sawmill.Error($"Tried to start construction of invalid recipe '{ev.PrototypeName}'!");
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
return;
}
if (!_prototypeManager.TryIndex(constructionPrototype.Graph, out ConstructionGraphPrototype? constructionGraph))
{
_sawmill.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
return;
}
if (args.SenderSession.AttachedEntity is not {Valid: true} user)
{
_sawmill.Error($"Client sent {nameof(TryStartStructureConstructionMessage)} with no attached entity!");
return;
}
if (constructionPrototype.EntityWhitelist != null && !constructionPrototype.EntityWhitelist.IsValid(user))
{
_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
return;
}
if (_container.IsEntityInContainer(user))
{
_popup.PopupEntity(Loc.GetString("construction-system-inside-container"), user, user);
return;
}
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
if (_beingBuilt.TryGetValue(args.SenderSession, out var set))
{
if (!set.Add(ev.Ack))
{
_popup.PopupEntity(Loc.GetString("construction-system-already-building"), user, user);
return;
}
}
else
{
var newSet = new HashSet<int> {ev.Ack};
_beingBuilt[args.SenderSession] = newSet;
}
var location = GetCoordinates(ev.Location);
foreach (var condition in constructionPrototype.Conditions)
{
if (!condition.Condition(user, location, ev.Angle.GetCardinalDir()))
{
Cleanup();
return;
}
}
void Cleanup()
{
_beingBuilt[args.SenderSession].Remove(ev.Ack);
}
if (!_actionBlocker.CanInteract(user, null)
|| !EntityManager.TryGetComponent(user, out HandsComponent? hands) || hands.ActiveHandEntity == null)
{
Cleanup();
return;
}
var mapPos = location.ToMap(EntityManager);
var predicate = GetPredicate(constructionPrototype.CanBuildInImpassable, mapPos);
if (!_interactionSystem.InRangeUnobstructed(user, mapPos, predicate: predicate))
{
Cleanup();
return;
}
if (pathFind == null)
throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
var edge = startNode.GetEdge(pathFind[0].Name);
if(edge == null)
throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
var valid = false;
if (hands.ActiveHandEntity is not {Valid: true} holding)
{
Cleanup();
return;
}
// No support for conditions here!
foreach (var step in edge.Steps)
{
switch (step)
{
case EntityInsertConstructionGraphStep entityInsert:
if (entityInsert.EntityValid(holding, EntityManager, _factory))
valid = true;
break;
case ToolConstructionGraphStep _:
throw new InvalidDataException("Invalid first step for item recipe!");
}
if (valid)
break;
}
if (!valid)
{
Cleanup();
return;
}
if (await Construct(user, (ev.Ack + constructionPrototype.GetHashCode()).ToString(), constructionGraph,
edge, targetNode) is not {Valid: true} structure)
{
Cleanup();
return;
}
// We do this to be able to move the construction to its proper position in case it's anchored...
// Oh wow transform anchoring is amazing wow I love it!!!!
// ikr
var xform = Transform(structure);
var wasAnchored = xform.Anchored;
xform.Anchored = false;
xform.Coordinates = GetCoordinates(ev.Location);
xform.LocalRotation = constructionPrototype.CanRotate ? ev.Angle : Angle.Zero;
xform.Anchored = wasAnchored;
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack, GetNetEntity(structure)));
_adminLogger.Add(LogType.Construction, LogImpact.Low, $"{ToPrettyString(user):player} has turned a {ev.PrototypeName} construction ghost into {ToPrettyString(structure)} at {Transform(structure).Coordinates}");
Cleanup();
}
}
}