Files
tbd-station-14/Content.Server/Construction/ConstructionSystem.Interactions.cs
Vera Aguilera Puerto 5cd42c9ad6 Inline UID
2021-12-03 15:53:09 +01:00

598 lines
27 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.Construction.Components;
using Content.Server.DoAfter;
using Content.Shared.Construction;
using Content.Shared.Construction.Steps;
using Content.Shared.Interaction;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
namespace Content.Server.Construction
{
public partial class ConstructionSystem
{
private readonly HashSet<EntityUid> _constructionUpdateQueue = new();
private void InitializeInteractions()
{
#region DoAfter Subscriptions
// DoAfter handling.
// The ConstructionDoAfter events are meant to be raised either directed or broadcast.
// If they're raised broadcast, we will re-raise them as directed on the target.
// This allows us to easily use the DoAfter system for our purposes.
SubscribeLocalEvent<ConstructionDoAfterComplete>(OnDoAfterComplete);
SubscribeLocalEvent<ConstructionDoAfterCancelled>(OnDoAfterCancelled);
SubscribeLocalEvent<ConstructionComponent, ConstructionDoAfterComplete>(EnqueueEvent);
SubscribeLocalEvent<ConstructionComponent, ConstructionDoAfterCancelled>(EnqueueEvent);
#endregion
// Event handling. Add your subscriptions here! Just make sure they're all handled by EnqueueEvent.
SubscribeLocalEvent<ConstructionComponent, InteractUsingEvent>(EnqueueEvent);
}
/// <summary>
/// Takes in an entity with <see cref="ConstructionComponent"/> and an object event, and handles any
/// possible construction interactions, depending on the construction's state.
/// </summary>
/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
/// <returns>The result of this interaction with the entity.</returns>
private HandleResult HandleEvent(EntityUid uid, object ev, bool validation, ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return HandleResult.False;
// If the state machine is in an invalid state (not on a valid node) we can't do anything, ever.
if (GetCurrentNode(uid, construction) is not {} node)
{
return HandleResult.False;
}
// If we're currently in an edge, we'll let the edge handle or validate the interaction.
if (GetCurrentEdge(uid, construction) is {} edge)
{
var result = HandleEdge(uid, ev, edge, validation, construction);
// Reset edge index to none if this failed...
if (!validation && result is HandleResult.False && construction.StepIndex == 0)
construction.EdgeIndex = null;
return result;
}
// If we're not on an edge, let the node handle or validate the interaction.
return HandleNode(uid, ev, node, validation, construction);
}
/// <summary>
/// Takes in an entity, a <see cref="ConstructionGraphNode"/> and an object event, and handles any
/// possible construction interactions. This will check the interaction against all possible edges,
/// and if any of the edges accepts the interaction, we will enter it.
/// </summary>
/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
/// <returns>The result of this interaction with the entity.</returns>
private HandleResult HandleNode(EntityUid uid, object ev, ConstructionGraphNode node, bool validation, ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return HandleResult.False;
// Let's make extra sure this is zero...
construction.StepIndex = 0;
// When we handle a node, we're essentially testing the current event interaction against all of this node's
// edges' first steps. If any of them accepts the interaction, we stop iterating and enter that edge.
for (var i = 0; i < node.Edges.Count; i++)
{
var edge = node.Edges[i];
if (HandleEdge(uid, ev, edge, validation, construction) is var result and not HandleResult.False)
{
// Only a True result may modify the state.
// In the case of DoAfter, it's only allowed to modify the waiting flag and the current edge index.
// In the case of validated, it should NEVER modify the state at all.
if (result is not HandleResult.True)
{
if (result is HandleResult.DoAfter)
{
construction.EdgeIndex = i;
}
return result;
}
// If we're not on the same edge as we were before, that means handling that edge changed the node.
if (construction.Node != node.Name)
return result;
// If we're still in the same node, that means we entered the edge and it's still not done.
construction.EdgeIndex = i;
UpdatePathfinding(uid, construction);
return result;
}
}
return HandleResult.False;
}
/// <summary>
/// Takes in an entity, a <see cref="ConstructionGraphEdge"/> and an object event, and handles any
/// possible construction interactions. This will check the interaction against one of the steps in the edge
/// depending on the construction's <see cref="ConstructionComponent.StepIndex"/>.
/// </summary>
/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
/// <returns>The result of this interaction with the entity.</returns>
private HandleResult HandleEdge(EntityUid uid, object ev, ConstructionGraphEdge edge, bool validation, ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return HandleResult.False;
var step = GetStepFromEdge(edge, construction.StepIndex);
if (step == null)
{
_sawmill.Warning($"Called {nameof(HandleEdge)} on entity {uid} but the current state is not valid for that!");
return HandleResult.False;
}
// We need to ensure we currently satisfy any and all edge conditions.
if (!CheckConditions(uid, edge.Conditions))
return HandleResult.False;
// We can only perform the "step completed" logic if this returns true.
if (HandleStep(uid, ev, step, validation, out var user, construction)
is var handle and not HandleResult.True)
return handle;
// We increase the step index, meaning we move to the next step!
construction.StepIndex++;
// Check if the new step index is greater than the amount of steps in the edge...
if (construction.StepIndex >= edge.Steps.Count)
{
// Edge finished!
PerformActions(uid, user, edge.Completed);
construction.TargetEdgeIndex = null;
construction.EdgeIndex = null;
construction.StepIndex = 0;
// We change the node now.
ChangeNode(uid, user, edge.Target, true, construction);
}
return HandleResult.True;
}
/// <summary>
/// Takes in an entity, a <see cref="ConstructionGraphStep"/> and an object event, and handles any possible
/// construction interaction. Unlike <see cref="HandleInteraction"/>, if this succeeds it will perform the
/// step's completion actions. Also sets the out parameter to the user's EntityUid.
/// </summary>
/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
/// <returns>The result of this interaction with the entity.</returns>
private HandleResult HandleStep(EntityUid uid, object ev, ConstructionGraphStep step, bool validation, out EntityUid? user, ConstructionComponent? construction = null)
{
user = null;
if (!Resolve(uid, ref construction))
return HandleResult.False;
// Let HandleInteraction actually handle the event for this step.
// We can only perform the rest of our logic if it returns true.
if (HandleInteraction(uid, ev, step, validation, out user, construction)
is var handle and not HandleResult.True)
return handle;
// Actually perform the step completion actions, since the step was handled correctly.
PerformActions(uid, user, step.Completed);
UpdatePathfinding(uid, construction);
return HandleResult.True;
}
/// <summary>
/// Takes in an entity, a <see cref="ConstructionGraphStep"/> and an object event, and handles any possible
/// construction interaction. Unlike <see cref="HandleStep"/>, this only handles the interaction itself
/// and doesn't perform any step completion actions. Also sets the out parameter to the user's EntityUid.
/// </summary>
/// <remarks>When <see cref="validation"/> is true, this method will simply return whether the interaction
/// would be handled by the entity or not. It essentially becomes a pure method that modifies nothing.</remarks>
/// <returns>The result of this interaction with the entity.</returns>
private HandleResult HandleInteraction(EntityUid uid, object ev, ConstructionGraphStep step, bool validation, out EntityUid? user, ConstructionComponent? construction = null)
{
user = null;
if (!Resolve(uid, ref construction))
return HandleResult.False;
// Whether this event is being re-handled after a DoAfter or not. Check DoAfterState for more info.
var doAfterState = validation ? DoAfterState.Validation : DoAfterState.None;
// Custom data from a prior HandleInteraction where a DoAfter was called...
object? doAfterData = null;
// The DoAfter events can only perform special logic when we're not validating events.
if (!validation)
{
// Some events are handled specially... Such as doAfter.
switch (ev)
{
case ConstructionDoAfterComplete complete:
{
// DoAfter completed!
ev = complete.WrappedEvent;
doAfterState = DoAfterState.Completed;
doAfterData = complete.CustomData;
construction.WaitingDoAfter = false;
break;
}
case ConstructionDoAfterCancelled cancelled:
{
// DoAfter failed!
ev = cancelled.WrappedEvent;
doAfterState = DoAfterState.Cancelled;
doAfterData = cancelled.CustomData;
construction.WaitingDoAfter = false;
break;
}
}
}
// Can't perform any interactions while we're waiting for a DoAfter...
// This also makes any event validation fail.
if (construction.WaitingDoAfter)
return HandleResult.False;
// The cases in this switch will handle the interaction and return
switch (step)
{
// --- CONSTRUCTION STEP EVENT HANDLING START ---
#region Construction Step Event Handling
// So you want to create your own custom step for construction?
// You're looking at the right place, then! You should create
// a new case for your step here, and handle it as you see fit.
// Make extra sure you handle DoAfter (if applicable) properly!
// Also make sure your event handler properly handles validation.
// Note: Please use braces for your new case, it's convenient.
case EntityInsertConstructionGraphStep insertStep:
{
// EntityInsert steps only work with InteractUsing!
if (ev is not InteractUsingEvent interactUsing)
break;
// TODO: Sanity checks.
// If this step's DoAfter was cancelled, we just fail the interaction.
if (doAfterState == DoAfterState.Cancelled)
return HandleResult.False;
var insert = interactUsing.UsedUid;
// Since many things inherit this step, we delegate the "is this entity valid?" logic to them.
// While this is very OOP and I find it icky, I must admit that it simplifies the code here a lot.
if(!insertStep.EntityValid(insert, EntityManager))
return HandleResult.False;
// If we're only testing whether this step would be handled by the given event, then we're done.
if (doAfterState == DoAfterState.Validation)
return HandleResult.Validated;
// If we still haven't completed this step's DoAfter...
if (doAfterState == DoAfterState.None && insertStep.DoAfter > 0)
{
_doAfterSystem.DoAfter(
new DoAfterEventArgs(interactUsing.User, step.DoAfter, default, interactUsing.Target)
{
BreakOnDamage = false,
BreakOnStun = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
// These events will be broadcast and handled by this very same system, that will
// raise them directed to the target. These events wrap the original event.
BroadcastFinishedEvent = new ConstructionDoAfterComplete(uid, ev),
BroadcastCancelledEvent = new ConstructionDoAfterCancelled(uid, ev)
});
// To properly signal that we're waiting for a DoAfter, we have to set the flag on the component
// and then also return the DoAfter HandleResult.
construction.WaitingDoAfter = true;
return HandleResult.DoAfter;
}
// Material steps, which use stacks, are handled specially. Instead of inserting the whole item,
// we split the stack in two and insert the split stack.
if (insertStep is MaterialConstructionGraphStep materialInsertStep)
{
if (_stackSystem.Split(insert, materialInsertStep.Amount, EntityManager.GetComponent<TransformComponent>(interactUsing.UserUid).Coordinates) is not {} stack)
return HandleResult.False;
insert = stack;
}
// Container-storage handling.
if (!string.IsNullOrEmpty(insertStep.Store))
{
// In the case we want to store this item in a container on the entity...
var store = insertStep.Store;
// Add this container to the collection of "construction-owned" containers.
// Containers in that set will be transferred to new entities in the case of a prototype change.
construction.Containers.Add(store);
// The container doesn't necessarily need to exist, so we ensure it.
_containerSystem.EnsureContainer<Container>(uid, store)
.Insert(EntityManager.GetEntity(insert));
}
else
{
// If we don't store the item in a container on the entity, we just delete it right away.
EntityManager.DeleteEntity(insert);
}
// Step has been handled correctly, so we signal this.
return HandleResult.True;
}
case ToolConstructionGraphStep toolInsertStep:
{
if (ev is not InteractUsingEvent interactUsing)
break;
// TODO: Sanity checks.
user = interactUsing.User;
// If we're validating whether this event handles the step...
if (doAfterState == DoAfterState.Validation)
{
// Then we only really need to check whether the tool entity has that quality or not.
return _toolSystem.HasQuality(interactUsing.Used, toolInsertStep.Tool)
? HandleResult.Validated : HandleResult.False;
}
// If we're handling an event after its DoAfter finished...
if (doAfterState != DoAfterState.None)
return doAfterState == DoAfterState.Completed ? HandleResult.True : HandleResult.False;
if (!_toolSystem.UseTool(interactUsing.Used, interactUsing.User,
uid, toolInsertStep.Fuel, toolInsertStep.DoAfter, toolInsertStep.Tool,
new ConstructionDoAfterComplete(uid, ev), new ConstructionDoAfterCancelled(uid, ev)))
return HandleResult.False;
// In the case we're not waiting for a doAfter, then this step is complete!
if (toolInsertStep.DoAfter <= 0)
return HandleResult.True;
construction.WaitingDoAfter = true;
return HandleResult.DoAfter;
}
#endregion
// --- CONSTRUCTION STEP EVENT HANDLING FINISH ---
default:
throw new ArgumentOutOfRangeException(nameof(step),
"You need to code your ConstructionGraphStep behavior by adding a case to the switch.");
}
// If the handlers were not able to handle this event, return...
return HandleResult.False;
}
public bool CheckConditions(EntityUid uid, IEnumerable<IGraphCondition> conditions)
{
foreach (var condition in conditions)
{
if (!condition.Condition(uid, EntityManager))
return false;
}
return true;
}
public void PerformActions(EntityUid uid, EntityUid? userUid, IEnumerable<IGraphAction> actions)
{
foreach (var action in actions)
{
// If an action deletes the entity, we stop performing actions.
if (!EntityManager.EntityExists(uid))
break;
action.PerformAction(uid, userUid, EntityManager);
}
}
public void ResetEdge(EntityUid uid, ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return;
construction.TargetEdgeIndex = null;
construction.EdgeIndex = null;
construction.StepIndex = 0;
UpdatePathfinding(uid, construction);
}
private void UpdateInteractions()
{
// We iterate all entities waiting for their interactions to be handled.
// This is much more performant than making an EntityQuery for ConstructionComponent,
// since, for example, every single wall has a ConstructionComponent....
foreach (var uid in _constructionUpdateQueue)
{
// Ensure the entity exists and has a Construction component.
if (!EntityManager.EntityExists(uid) || !EntityManager.TryGetComponent(uid, out ConstructionComponent? construction))
continue;
// Handle all queued interactions!
while (construction.InteractionQueue.TryDequeue(out var interaction))
{
// We set validation to false because we actually want to perform the interaction here.
HandleEvent(uid, interaction, false, construction);
}
}
_constructionUpdateQueue.Clear();
}
#region Event Handlers
private void EnqueueEvent(EntityUid uid, ConstructionComponent construction, object args)
{
// Handled events get treated specially.
if (args is HandledEntityEventArgs handled)
{
// If they're already handled, we do nothing.
if (handled.Handled)
return;
// Otherwise, let's check if this event could be handled by the construction's current state.
if (HandleEvent(uid, args, true, construction) != HandleResult.Validated)
return; // Not validated, so we don't even enqueue this event.
handled.Handled = true;
}
// Enqueue this event so it'll be handled in the next tick.
// This prevents some issues that could occur from entity deletion, component deletion, etc in a handler.
construction.InteractionQueue.Enqueue(args);
// Add this entity to the queue so it'll be updated next tick.
_constructionUpdateQueue.Add(uid);
}
private void OnDoAfterComplete(ConstructionDoAfterComplete ev)
{
// Make extra sure the target entity exists...
if (!EntityManager.EntityExists(ev.TargetUid))
return;
// Re-raise this event, but directed on the target UID.
RaiseLocalEvent(ev.TargetUid, ev, false);
}
private void OnDoAfterCancelled(ConstructionDoAfterCancelled ev)
{
// Make extra sure the target entity exists...
if (!EntityManager.EntityExists(ev.TargetUid))
return;
// Re-raise this event, but directed on the target UID.
RaiseLocalEvent(ev.TargetUid, ev, false);
}
#endregion
#region Event Definitions
/// <summary>
/// This event signals that a construction interaction's DoAfter has completed successfully.
/// This wraps the original event and also keeps some custom data that event handlers might need.
/// </summary>
private class ConstructionDoAfterComplete : EntityEventArgs
{
public readonly EntityUid TargetUid;
public readonly object WrappedEvent;
public readonly object? CustomData;
public ConstructionDoAfterComplete(EntityUid targetUid, object wrappedEvent, object? customData = null)
{
TargetUid = targetUid;
WrappedEvent = wrappedEvent;
CustomData = customData;
}
}
/// <summary>
/// This event signals that a construction interaction's DoAfter has failed or has been cancelled.
/// This wraps the original event and also keeps some custom data that event handlers might need.
/// </summary>
private class ConstructionDoAfterCancelled : EntityEventArgs
{
public readonly EntityUid TargetUid;
public readonly object WrappedEvent;
public readonly object? CustomData;
public ConstructionDoAfterCancelled(EntityUid targetUid, object wrappedEvent, object? customData = null)
{
TargetUid = targetUid;
WrappedEvent = wrappedEvent;
CustomData = customData;
}
}
#endregion
#region Internal Enum Definitions
/// <summary>
/// Specifies the DoAfter status for a construction step event handler.
/// </summary>
private enum DoAfterState : byte
{
/// <summary>
/// If None, this is the first time we're seeing this event and we might want to call a DoAfter
/// if the step needs it.
/// </summary>
None,
/// <summary>
/// If Validation, we want to validate whether the specified event would handle the step or not.
/// Will NOT modify the construction state at all.
/// </summary>
Validation,
/// <summary>
/// If Completed, this is the second (and last) time we're seeing this event, and
/// the doAfter that was called the first time successfully completed. Handle completion logic now.
/// </summary>
Completed,
/// <summary>
/// If Cancelled, this is the second (and last) time we're seeing this event, and
/// the doAfter that was called the first time was cancelled. Handle cleanup logic now.
/// </summary>
Cancelled
}
/// <summary>
/// Specifies the result after attempting to handle a specific step with an event.
/// </summary>
private enum HandleResult : byte
{
/// <summary>
/// The interaction wasn't handled or validated.
/// </summary>
False,
/// <summary>
/// The interaction would be handled successfully. Nothing was modified.
/// </summary>
Validated,
/// <summary>
/// The interaction was handled successfully.
/// </summary>
True,
/// <summary>
/// The interaction is waiting on a DoAfter now.
/// This means the interaction started the DoAfter.
/// </summary>
DoAfter,
}
#endregion
}
}