Files
tbd-station-14/Content.Server/Construction/ConstructionSystem.cs
Ertanic 81507b9d52 Localizable craftmenu (#32339)
* Now the name of the target craft items is taken directly from the prototypes

* Deleting unnecessary fields

* Deleting unnecessary fields

* Added suffix field

* Added override via localization keys

* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView

* Fix suffix

* Fix construction ghosts... maybe

* Remove suffix from UI

* Suffixes have been removed from prototypes

* Added a description for the secret door

* Fix search..?

* The Icon field of ConstructionPrototype has been removed

* StackPrototypes used in the construction menu have been localized

* TagConstructionGraphStep used in the construction menu have been localized

* The search bar has been localized

* Fix localization and prototypes

* Recipes are now only loaded when the crafting window is opened.

* Fix crooked merge grid of the crafting menu.

* Localization update

* Fix cyborg graph

* Revert "Recipes are now only loaded when the crafting window is opened."

This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.

* Fix loc

* fix merge

* Fix upstream

* Some of the logic has been moved to Shared

* fix

* Small adjustments

* Very small change

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-05-01 10:21:16 -04:00

94 lines
3.6 KiB
C#

using Content.Server.Construction.Components;
using Content.Server.Stack;
using Content.Shared.Construction;
using Content.Shared.DoAfter;
using JetBrains.Annotations;
using Robust.Server.Containers;
using Robust.Shared.Random;
using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem;
namespace Content.Server.Construction
{
/// <summary>
/// The server-side implementation of the construction system, which is used for constructing entities in game.
/// </summary>
[UsedImplicitly]
public sealed partial class ConstructionSystem : SharedConstructionSystem
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly StackSystem _stackSystem = default!;
[Dependency] private readonly SharedToolSystem _toolSystem = default!;
public override void Initialize()
{
base.Initialize();
InitializeComputer();
InitializeGraphs();
InitializeGuided();
InitializeInteractions();
InitializeInitial();
InitializeMachines();
SubscribeLocalEvent<ConstructionComponent, ComponentInit>(OnConstructionInit);
SubscribeLocalEvent<ConstructionComponent, ComponentStartup>(OnConstructionStartup);
}
private void OnConstructionInit(Entity<ConstructionComponent> ent, ref ComponentInit args)
{
var construction = ent.Comp;
if (GetCurrentGraph(ent, construction) is not {} graph)
{
Log.Warning($"Prototype {EntityManager.GetComponent<MetaDataComponent>(ent).EntityPrototype?.ID}'s construction component has an invalid graph specified.");
return;
}
if (GetNodeFromGraph(graph, construction.Node) is not {} node)
{
Log.Warning($"Prototype {EntityManager.GetComponent<MetaDataComponent>(ent).EntityPrototype?.ID}'s construction component has an invalid node specified.");
return;
}
ConstructionGraphEdge? edge = null;
if (construction.EdgeIndex is {} edgeIndex)
{
if (GetEdgeFromNode(node, edgeIndex) is not {} currentEdge)
{
Log.Warning($"Prototype {EntityManager.GetComponent<MetaDataComponent>(ent).EntityPrototype?.ID}'s construction component has an invalid edge index specified.");
return;
}
edge = currentEdge;
}
if (construction.TargetNode is {} targetNodeId)
{
if (GetNodeFromGraph(graph, targetNodeId) is not { } targetNode)
{
Log.Warning($"Prototype {EntityManager.GetComponent<MetaDataComponent>(ent).EntityPrototype?.ID}'s construction component has an invalid target node specified.");
return;
}
UpdatePathfinding(ent, graph, node, targetNode, edge, construction);
}
}
private void OnConstructionStartup(EntityUid uid, ConstructionComponent construction, ComponentStartup args)
{
if (GetCurrentNode(uid, construction) is not {} node)
return;
PerformActions(uid, null, node.Actions);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateInteractions();
}
}
}