Files
tbd-station-14/Content.Client/Construction/ConstructionSystem.cs
Vera Aguilera Puerto 680ad72939 And a bunch more.
2021-12-08 12:19:45 +01:00

259 lines
9.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Examine;
using Content.Shared.Input;
using Content.Shared.Interaction.Helpers;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Construction
{
/// <summary>
/// The client-side implementation of the construction system, which is used for constructing entities in game.
/// </summary>
[UsedImplicitly]
public class ConstructionSystem : SharedConstructionSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private readonly Dictionary<int, ConstructionGhostComponent> _ghosts = new();
private readonly Dictionary<string, ConstructionGuide> _guideCache = new();
private int _nextId;
public bool CraftingEnabled { get; private set; }
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
SubscribeNetworkEvent<AckStructureConstructionMessage>(HandleAckStructure);
SubscribeNetworkEvent<ResponseConstructionGuide>(OnConstructionGuideReceived);
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenCraftingMenu,
new PointerInputCmdHandler(HandleOpenCraftingMenu))
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse))
.Register<ConstructionSystem>();
SubscribeLocalEvent<ConstructionGhostComponent, ExaminedEvent>(HandleConstructionGhostExamined);
}
private void OnConstructionGuideReceived(ResponseConstructionGuide ev)
{
_guideCache[ev.ConstructionId] = ev.Guide;
ConstructionGuideAvailable?.Invoke(this, ev.ConstructionId);
}
/// <inheritdoc />
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<ConstructionSystem>();
}
public ConstructionGuide? GetGuide(ConstructionPrototype prototype)
{
if (_guideCache.TryGetValue(prototype.ID, out var guide))
return guide;
RaiseNetworkEvent(new RequestConstructionGuide(prototype.ID));
return null;
}
private void HandleConstructionGhostExamined(EntityUid uid, ConstructionGhostComponent component, ExaminedEvent args)
{
if (component.Prototype == null) return;
args.PushMarkup(Loc.GetString(
"construction-ghost-examine-message",
("name", component.Prototype.Name)));
if (!_prototypeManager.TryIndex(component.Prototype.Graph, out ConstructionGraphPrototype? graph))
return;
var startNode = graph.Nodes[component.Prototype.StartNode];
if (!graph.TryPath(component.Prototype.StartNode, component.Prototype.TargetNode, out var path) ||
!startNode.TryGetEdge(path[0].Name, out var edge))
{
return;
}
edge.Steps[0].DoExamine(args);
}
public event EventHandler<CraftingAvailabilityChangedArgs>? CraftingAvailabilityChanged;
public event EventHandler<string>? ConstructionGuideAvailable;
public event EventHandler? ToggleCraftingWindow;
private void HandleAckStructure(AckStructureConstructionMessage msg)
{
ClearGhost(msg.GhostId);
}
private void HandlePlayerAttached(PlayerAttachSysMessage msg)
{
var available = IsCraftingAvailable(msg.AttachedEntity);
UpdateCraftingAvailability(available);
}
private bool HandleOpenCraftingMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.State == BoundKeyState.Down)
ToggleCraftingWindow?.Invoke(this, EventArgs.Empty);
return true;
}
private void UpdateCraftingAvailability(bool available)
{
if (CraftingEnabled == available)
return;
CraftingAvailabilityChanged?.Invoke(this, new CraftingAvailabilityChangedArgs(available));
CraftingEnabled = available;
}
private static bool IsCraftingAvailable(EntityUid? entity)
{
if (entity == default)
return false;
// TODO: Decide if entity can craft, using capabilities or something
return true;
}
private bool HandleUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (!args.EntityUid.IsValid() || !args.EntityUid.IsClientSide())
return false;
if (!EntityManager.TryGetComponent<ConstructionGhostComponent?>(args.EntityUid, out var ghostComp))
return false;
TryStartConstruction(ghostComp.GhostId);
return true;
}
/// <summary>
/// Creates a construction ghost at the given location.
/// </summary>
public void SpawnGhost(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir)
{
if (_playerManager.LocalPlayer?.ControlledEntity is not { } user ||
!user.IsValid())
{
return;
}
// This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
if (GhostPresent(loc) || !user.InRangeUnobstructed(loc, 20f, ignoreInsideBlocker: prototype.CanBuildInImpassable)) return;
foreach (var condition in prototype.Conditions)
{
if (!condition.Condition(user, loc, dir))
return;
}
var ghost = EntityManager.SpawnEntity("constructionghost", loc);
var comp = EntityManager.GetComponent<ConstructionGhostComponent>(ghost);
comp.Prototype = prototype;
comp.GhostId = _nextId++;
EntityManager.GetComponent<TransformComponent>(ghost).LocalRotation = dir.ToAngle();
_ghosts.Add(comp.GhostId, comp);
var sprite = EntityManager.GetComponent<SpriteComponent>(ghost);
sprite.Color = new Color(48, 255, 48, 128);
sprite.AddBlankLayer(0); // There is no way to actually check if this already exists, so we blindly insert a new one
sprite.LayerSetSprite(0, prototype.Icon);
sprite.LayerSetShader(0, "unshaded");
sprite.LayerSetVisible(0, true);
}
/// <summary>
/// Checks if any construction ghosts are present at the given position
/// </summary>
private bool GhostPresent(EntityCoordinates loc)
{
foreach (var ghost in _ghosts)
{
if (EntityManager.GetComponent<TransformComponent>(ghost.Value.Owner).Coordinates.Equals(loc)) return true;
}
return false;
}
private void TryStartConstruction(int ghostId)
{
var ghost = _ghosts[ghostId];
if (ghost.Prototype == null)
{
throw new ArgumentException($"Can't start construction for a ghost with no prototype. Ghost id: {ghostId}");
}
var transform = EntityManager.GetComponent<TransformComponent>(ghost.Owner);
var msg = new TryStartStructureConstructionMessage(transform.Coordinates, ghost.Prototype.ID, transform.LocalRotation, ghostId);
RaiseNetworkEvent(msg);
}
/// <summary>
/// Starts constructing an item underneath the attached entity.
/// </summary>
public void TryStartItemConstruction(string prototypeName)
{
RaiseNetworkEvent(new TryStartItemConstructionMessage(prototypeName));
}
/// <summary>
/// Removes a construction ghost entity with the given ID.
/// </summary>
public void ClearGhost(int ghostId)
{
if (_ghosts.TryGetValue(ghostId, out var ghost))
{
EntityManager.QueueDeleteEntity(ghost.Owner);
_ghosts.Remove(ghostId);
}
}
/// <summary>
/// Removes all construction ghosts.
/// </summary>
public void ClearAllGhosts()
{
foreach (var (_, ghost) in _ghosts)
{
EntityManager.QueueDeleteEntity(ghost.Owner);
}
_ghosts.Clear();
}
}
public class CraftingAvailabilityChangedArgs : EventArgs
{
public bool Available { get; }
public CraftingAvailabilityChangedArgs(bool available)
{
Available = available;
}
}
}