* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
573 lines
19 KiB
C#
573 lines
19 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.Construction;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Containers;
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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.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Construction
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{
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[RegisterComponent]
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public partial class ConstructionComponent : Component, IExamine, IInteractUsing
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "Construction";
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private bool _handling = false;
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private TaskCompletionSource<object>? _handlingTask = null;
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[DataField("graph")]
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private string _graphIdentifier = string.Empty;
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[DataField("node")]
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private string _startingNodeIdentifier = string.Empty;
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[DataField("defaultTarget")]
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private string _startingTargetNodeIdentifier = string.Empty;
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[ViewVariables]
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private HashSet<string> _containers = new();
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[ViewVariables]
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private List<List<ConstructionGraphStep>>? _edgeNestedStepProgress = null;
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private ConstructionGraphNode? _target = null;
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[ViewVariables]
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public ConstructionGraphPrototype? GraphPrototype { get; private set; }
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[ViewVariables]
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public ConstructionGraphNode? Node { get; private set; } = null;
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[ViewVariables]
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public ConstructionGraphEdge? Edge { get; private set; } = null;
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public IReadOnlyCollection<string> Containers => _containers;
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[ViewVariables]
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public ConstructionGraphNode? Target
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{
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get => _target;
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set
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{
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ClearTarget();
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_target = value;
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UpdateTarget();
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}
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}
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[ViewVariables]
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public ConstructionGraphEdge? TargetNextEdge { get; private set; } = null;
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[ViewVariables]
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public Queue<ConstructionGraphNode>? TargetPathfinding { get; private set; } = null;
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[ViewVariables]
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public int EdgeStep { get; private set; } = 0;
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[ViewVariables]
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[DataField("deconstructionTarget")]
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public string DeconstructionNodeIdentifier { get; private set; } = "start";
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/// <summary>
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/// Attempts to set a new pathfinding target.
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/// </summary>
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public void SetNewTarget(string node)
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{
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if (GraphPrototype != null && GraphPrototype.Nodes.TryGetValue(node, out var target))
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{
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Target = target;
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}
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}
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public void ClearTarget()
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{
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_target = null;
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TargetNextEdge = null;
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TargetPathfinding = null;
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}
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public void UpdateTarget()
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{
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// Can't pathfind without a target or no node.
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if (Target == null || Node == null || GraphPrototype == null) return;
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// If we're at our target, stop pathfinding.
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if (Target == Node)
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{
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ClearTarget();
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return;
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}
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// If we don't have the path, set it!
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if (TargetPathfinding == null)
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{
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var path = GraphPrototype.Path(Node.Name, Target.Name);
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if (path == null)
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{
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ClearTarget();
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return;
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}
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TargetPathfinding = new Queue<ConstructionGraphNode>(path);
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}
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// Dequeue the pathfinding queue if the next is the node we're at.
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if (TargetPathfinding.Peek() == Node)
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TargetPathfinding.Dequeue();
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// If we went the wrong way, we stop pathfinding.
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if (Edge != null && TargetNextEdge != Edge)
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{
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ClearTarget();
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return;
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}
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// Let's set the next target edge.
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if (Edge == null && TargetNextEdge == null && TargetPathfinding != null)
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TargetNextEdge = Node.GetEdge(TargetPathfinding.Peek().Name);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (_handling)
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return true;
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_handlingTask = new TaskCompletionSource<object>();
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_handling = true;
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bool result;
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if (Edge == null)
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result = await HandleNode(eventArgs);
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else
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result = await HandleEdge(eventArgs);
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_handling = false;
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_handlingTask.SetResult(null!);
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return result;
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}
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private async Task<bool> HandleNode(InteractUsingEventArgs eventArgs)
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{
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EdgeStep = 0;
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if (Node == null || GraphPrototype == null) return false;
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foreach (var edge in Node.Edges)
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{
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if(edge.Steps.Count == 0)
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throw new InvalidDataException($"Edge to \"{edge.Target}\" in node \"{Node.Name}\" of graph \"{GraphPrototype.ID}\" doesn't have any steps!");
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var firstStep = edge.Steps[0];
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switch (firstStep)
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{
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case MaterialConstructionGraphStep _:
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case ToolConstructionGraphStep _:
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case ArbitraryInsertConstructionGraphStep _:
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if (await HandleStep(eventArgs, edge, firstStep))
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{
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if(edge.Steps.Count > 1)
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Edge = edge;
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return true;
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}
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break;
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case NestedConstructionGraphStep nestedStep:
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throw new IndexOutOfRangeException($"Nested construction step not supported as the first step in an edge! Graph: {GraphPrototype.ID} Node: {Node.Name} Edge: {edge.Target}");
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}
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}
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return false;
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}
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private async Task<bool> HandleStep(InteractUsingEventArgs eventArgs, ConstructionGraphEdge? edge = null, ConstructionGraphStep? step = null, bool nested = false)
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{
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edge ??= Edge;
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step ??= edge?.Steps[EdgeStep];
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if (edge == null || step == null)
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return false;
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foreach (var condition in edge.Conditions)
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{
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if (!await condition.Condition(Owner)) return false;
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}
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var handled = false;
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, step.DoAfter, default, eventArgs.Target)
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{
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BreakOnDamage = false,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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};
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switch (step)
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{
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case ToolConstructionGraphStep toolStep:
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// Gotta take welder fuel into consideration.
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if (toolStep.Tool == ToolQuality.Welding)
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{
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if (eventArgs.Using.TryGetComponent(out WelderComponent? welder) &&
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await welder.UseTool(eventArgs.User, Owner, step.DoAfter, toolStep.Tool, toolStep.Fuel))
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{
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handled = true;
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}
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break;
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}
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if (eventArgs.Using.TryGetComponent(out ToolComponent? tool) &&
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await tool.UseTool(eventArgs.User, Owner, step.DoAfter, toolStep.Tool))
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{
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handled = true;
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}
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break;
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// To prevent too much code duplication.
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case EntityInsertConstructionGraphStep insertStep:
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var valid = false;
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var entityUsing = eventArgs.Using;
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switch (insertStep)
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{
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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if (arbitraryStep.EntityValid(eventArgs.Using)
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&& await doAfterSystem.DoAfter(doAfterArgs) == DoAfterStatus.Finished)
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{
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valid = true;
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}
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break;
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case MaterialConstructionGraphStep materialStep:
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if (materialStep.EntityValid(eventArgs.Using, out var sharedStack)
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&& await doAfterSystem.DoAfter(doAfterArgs) == DoAfterStatus.Finished)
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{
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var stack = (StackComponent) sharedStack;
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valid = stack.Split(materialStep.Amount, eventArgs.User.Transform.Coordinates, out entityUsing);
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}
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break;
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}
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if (!valid || entityUsing == null) break;
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if(string.IsNullOrEmpty(insertStep.Store))
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{
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entityUsing.Delete();
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}
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else
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{
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_containers.Add(insertStep.Store);
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var container = ContainerHelpers.EnsureContainer<Container>(Owner, insertStep.Store);
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container.Insert(entityUsing);
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}
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handled = true;
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break;
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case NestedConstructionGraphStep nestedStep:
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if(_edgeNestedStepProgress == null)
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_edgeNestedStepProgress = new List<List<ConstructionGraphStep>>(nestedStep.Steps);
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foreach (var list in _edgeNestedStepProgress.ToArray())
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{
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if (list.Count == 0)
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{
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_edgeNestedStepProgress.Remove(list);
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continue;
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}
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if (!await HandleStep(eventArgs, edge, list[0], true)) continue;
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list.RemoveAt(0);
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// We check again...
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if (list.Count == 0)
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_edgeNestedStepProgress.Remove(list);
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}
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if (_edgeNestedStepProgress.Count == 0)
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handled = true;
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break;
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}
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if (handled)
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{
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foreach (var completed in step.Completed)
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{
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await completed.PerformAction(Owner, eventArgs.User);
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if (Owner.Deleted)
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return false;
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}
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}
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if (nested && handled) return true;
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if (!handled) return false;
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EdgeStep++;
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if (edge.Steps.Count == EdgeStep)
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{
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await HandleCompletion(edge, eventArgs.User);
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}
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UpdateTarget();
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return true;
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}
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private async Task<bool> HandleCompletion(ConstructionGraphEdge edge, IEntity user)
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{
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if (edge.Steps.Count != EdgeStep || GraphPrototype == null)
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{
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return false;
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}
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Edge = edge;
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UpdateTarget();
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TargetNextEdge = null;
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Edge = null;
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Node = GraphPrototype.Nodes[edge.Target];
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// Perform node actions!
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foreach (var action in Node.Actions)
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{
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await action.PerformAction(Owner, user);
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if (Owner.Deleted)
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return false;
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}
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if (Target == Node)
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ClearTarget();
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foreach (var completed in edge.Completed)
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{
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await completed.PerformAction(Owner, user);
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if (Owner.Deleted) return true;
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}
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await HandleEntityChange(Node, user);
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return true;
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}
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public void ResetEdge()
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{
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_edgeNestedStepProgress = null;
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TargetNextEdge = null;
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Edge = null;
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EdgeStep = 0;
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UpdateTarget();
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}
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private async Task<bool> HandleEdge(InteractUsingEventArgs eventArgs)
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{
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if (Edge == null || EdgeStep >= Edge.Steps.Count) return false;
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return await HandleStep(eventArgs, Edge, Edge.Steps[EdgeStep]);
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}
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private async Task<bool> HandleEntityChange(ConstructionGraphNode node, IEntity? user = null)
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{
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if (node.Entity == Owner.Prototype?.ID || string.IsNullOrEmpty(node.Entity)
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|| GraphPrototype == null) return false;
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var entity = Owner.EntityManager.SpawnEntity(node.Entity, Owner.Transform.Coordinates);
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entity.Transform.LocalRotation = Owner.Transform.LocalRotation;
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if (entity.TryGetComponent(out ConstructionComponent? construction))
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{
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if(construction.GraphPrototype != GraphPrototype)
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throw new Exception($"New entity {node.Entity}'s graph {construction.GraphPrototype?.ID ?? null} isn't the same as our graph {GraphPrototype.ID} on node {node.Name}!");
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construction.Node = node;
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construction.Target = Target;
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construction._containers = new HashSet<string>(_containers);
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}
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if (Owner.TryGetComponent(out ContainerManagerComponent? containerComp))
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{
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foreach (var container in _containers)
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{
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var otherContainer = ContainerHelpers.EnsureContainer<Container>(entity, container);
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var ourContainer = containerComp.GetContainer(container);
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foreach (var ent in ourContainer.ContainedEntities.ToArray())
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{
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ourContainer.ForceRemove(ent);
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otherContainer.Insert(ent);
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}
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}
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}
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if (Owner.TryGetComponent(out IPhysicsComponent? physics) &&
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entity.TryGetComponent(out IPhysicsComponent? otherPhysics))
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{
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otherPhysics.Anchored = physics.Anchored;
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}
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Owner.Delete();
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foreach (var action in node.Actions)
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{
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await action.PerformAction(entity, user);
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if (entity.Deleted)
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return false;
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}
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return true;
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}
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public bool AddContainer(string id)
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{
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return _containers.Add(id);
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}
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public override void Initialize()
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{
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base.Initialize();
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if (string.IsNullOrEmpty(_graphIdentifier))
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{
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Logger.Error($"Prototype {Owner.Prototype?.ID}'s construction component didn't have a graph identifier!");
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return;
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}
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if (_prototypeManager.TryIndex(_graphIdentifier, out ConstructionGraphPrototype? graph))
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{
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GraphPrototype = graph;
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if (GraphPrototype.Nodes.TryGetValue(_startingNodeIdentifier, out var node))
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{
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Node = node;
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}
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else
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{
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Logger.Error($"Couldn't find node {_startingNodeIdentifier} in graph {_graphIdentifier} in construction component!");
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}
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}
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else
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{
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Logger.Error($"Couldn't find prototype {_graphIdentifier} in construction component!");
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}
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if (!string.IsNullOrEmpty(_startingTargetNodeIdentifier))
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SetNewTarget(_startingTargetNodeIdentifier);
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}
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protected override void Startup()
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{
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base.Startup();
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if (Node == null) return;
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foreach (var action in Node.Actions)
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{
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action.PerformAction(Owner, null);
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if (Owner.Deleted)
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return;
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}
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}
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public async Task ChangeNode(string node)
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{
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if (GraphPrototype == null) return;
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var graphNode = GraphPrototype.Nodes[node];
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if (_handling && _handlingTask?.Task != null)
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await _handlingTask.Task;
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Edge = null;
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Node = graphNode;
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foreach (var action in Node.Actions)
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{
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await action.PerformAction(Owner, null);
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if (Owner.Deleted)
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return;
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}
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await HandleEntityChange(graphNode);
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if(Target != null)
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message.AddMarkup(Loc.GetString("To create {0}...\n", Target.Name));
|
|
|
|
if (Edge == null && TargetNextEdge != null)
|
|
{
|
|
var preventStepExamine = false;
|
|
|
|
foreach (var condition in TargetNextEdge.Conditions)
|
|
{
|
|
preventStepExamine |= condition.DoExamine(Owner, message, inDetailsRange);
|
|
}
|
|
|
|
if(!preventStepExamine)
|
|
TargetNextEdge.Steps[0].DoExamine(message, inDetailsRange);
|
|
return;
|
|
}
|
|
|
|
if (Edge != null)
|
|
{
|
|
var preventStepExamine = false;
|
|
|
|
foreach (var condition in Edge.Conditions)
|
|
{
|
|
preventStepExamine |= condition.DoExamine(Owner, message, inDetailsRange);
|
|
}
|
|
|
|
if (preventStepExamine) return;
|
|
}
|
|
|
|
if (_edgeNestedStepProgress == null)
|
|
{
|
|
if(EdgeStep < Edge?.Steps.Count)
|
|
Edge.Steps[EdgeStep].DoExamine(message, inDetailsRange);
|
|
return;
|
|
}
|
|
|
|
foreach (var list in _edgeNestedStepProgress)
|
|
{
|
|
if(list.Count == 0) continue;
|
|
|
|
list[0].DoExamine(message, inDetailsRange);
|
|
}
|
|
}
|
|
}
|
|
}
|