Files
tbd-station-14/Content.Client/Construction/ConstructionSystem.cs

436 lines
16 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Popups;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Examine;
using Content.Shared.Input;
using Content.Shared.Wall;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Construction
{
/// <summary>
/// The client-side implementation of the construction system, which is used for constructing entities in game.
/// </summary>
[UsedImplicitly]
public sealed class ConstructionSystem : SharedConstructionSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
private readonly Dictionary<int, EntityUid> _ghosts = new();
private readonly Dictionary<string, ConstructionGuide> _guideCache = new();
private readonly Dictionary<string, string> _recipesMetadataCache = [];
public bool CraftingEnabled { get; private set; }
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
WarmupRecipesCache();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<LocalPlayerAttachedEvent>(HandlePlayerAttached);
SubscribeNetworkEvent<AckStructureConstructionMessage>(HandleAckStructure);
SubscribeNetworkEvent<ResponseConstructionGuide>(OnConstructionGuideReceived);
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenCraftingMenu,
new PointerInputCmdHandler(HandleOpenCraftingMenu, outsidePrediction: true))
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse, outsidePrediction: true))
.Bind(ContentKeyFunctions.EditorFlipObject,
new PointerInputCmdHandler(HandleFlip, outsidePrediction: true))
.Register<ConstructionSystem>();
SubscribeLocalEvent<ConstructionGhostComponent, ExaminedEvent>(HandleConstructionGhostExamined);
SubscribeLocalEvent<ConstructionGhostComponent, ComponentShutdown>(HandleGhostComponentShutdown);
}
private void HandleGhostComponentShutdown(EntityUid uid, ConstructionGhostComponent component, ComponentShutdown args)
{
ClearGhost(component.GhostId);
}
public bool TryGetRecipePrototype(string constructionProtoId, [NotNullWhen(true)] out string? targetProtoId)
{
if (_recipesMetadataCache.TryGetValue(constructionProtoId, out targetProtoId))
return true;
targetProtoId = null;
return false;
}
private void WarmupRecipesCache()
{
foreach (var constructionProto in PrototypeManager.EnumeratePrototypes<ConstructionPrototype>())
{
if (!PrototypeManager.TryIndex(constructionProto.Graph, out var graphProto))
continue;
if (constructionProto.TargetNode is not { } targetNodeId)
continue;
if (!graphProto.Nodes.TryGetValue(targetNodeId, out var targetNode))
continue;
// Recursion is for wimps.
var stack = new Stack<ConstructionGraphNode>();
stack.Push(targetNode);
do
{
var node = stack.Pop();
// I never realized if this uid affects anything...
// EntityUid? userUid = args.SenderSession.State.ControlledEntity.HasValue
// ? GetEntity(args.SenderSession.State.ControlledEntity.Value)
// : null;
// We try to get the id of the target prototype, if it fails, we try going through the edges.
if (node.Entity.GetId(null, null, new(EntityManager)) is not { } entityId)
{
// If the stack is not empty, there is a high probability that the loop will go to infinity.
if (stack.Count == 0)
{
foreach (var edge in node.Edges)
{
if (graphProto.Nodes.TryGetValue(edge.Target, out var graphNode))
stack.Push(graphNode);
}
}
continue;
}
// If we got the id of the prototype, we exit the “recursion” by clearing the stack.
stack.Clear();
if (!PrototypeManager.TryIndex(constructionProto.ID, out ConstructionPrototype? recipe))
continue;
if (!PrototypeManager.TryIndex(entityId, out var proto))
continue;
var name = recipe.SetName.HasValue ? Loc.GetString(recipe.SetName) : proto.Name;
var desc = recipe.SetDescription.HasValue ? Loc.GetString(recipe.SetDescription) : proto.Description;
recipe.Name = name;
recipe.Description = desc;
_recipesMetadataCache.Add(constructionProto.ID, entityId);
} while (stack.Count > 0);
}
}
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?.Name is null)
return;
using (args.PushGroup(nameof(ConstructionGhostComponent)))
{
args.PushMarkup(Loc.GetString(
"construction-ghost-examine-message",
("name", component.Prototype.Name)));
if (!PrototypeManager.TryIndex(component.Prototype.Graph, out var 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;
}
foreach (var step in edge.Steps)
{
step.DoExamine(args);
}
}
}
public event EventHandler<CraftingAvailabilityChangedArgs>? CraftingAvailabilityChanged;
public event EventHandler<string>? ConstructionGuideAvailable;
public event EventHandler? ToggleCraftingWindow;
public event EventHandler? FlipConstructionPrototype;
private void HandleAckStructure(AckStructureConstructionMessage msg)
{
// We get sent a NetEntity but it actually corresponds to our local Entity.
ClearGhost(msg.GhostId);
}
private void HandlePlayerAttached(LocalPlayerAttachedEvent msg)
{
var available = IsCraftingAvailable(msg.Entity);
UpdateCraftingAvailability(available);
}
private bool HandleOpenCraftingMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.State == BoundKeyState.Down)
ToggleCraftingWindow?.Invoke(this, EventArgs.Empty);
return true;
}
private bool HandleFlip(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.State == BoundKeyState.Down)
FlipConstructionPrototype?.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() || !IsClientSide(args.EntityUid))
return false;
if (!HasComp<ConstructionGhostComponent>(args.EntityUid))
return false;
TryStartConstruction(args.EntityUid);
return true;
}
/// <summary>
/// Creates a construction ghost at the given location.
/// </summary>
public void SpawnGhost(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir)
=> TrySpawnGhost(prototype, loc, dir, out _);
/// <summary>
/// Creates a construction ghost at the given location.
/// </summary>
public bool TrySpawnGhost(
ConstructionPrototype prototype,
EntityCoordinates loc,
Direction dir,
[NotNullWhen(true)] out EntityUid? ghost)
{
ghost = null;
if (_playerManager.LocalEntity is not { } user ||
!user.IsValid())
{
return false;
}
if (!TryGetRecipePrototype(prototype.ID, out var targetProtoId) || !PrototypeManager.TryIndex(targetProtoId, out EntityPrototype? targetProto))
return false;
if (GhostPresent(loc))
return false;
var predicate = GetPredicate(prototype.CanBuildInImpassable, _transformSystem.ToMapCoordinates(loc));
if (!_examineSystem.InRangeUnOccluded(user, loc, 20f, predicate: predicate))
return false;
if (!CheckConstructionConditions(prototype, loc, dir, user, showPopup: true))
return false;
ghost = Spawn("constructionghost", loc);
var comp = Comp<ConstructionGhostComponent>(ghost.Value);
comp.Prototype = prototype;
comp.GhostId = ghost.GetHashCode();
Comp<TransformComponent>(ghost.Value).LocalRotation = dir.ToAngle();
_ghosts.Add(comp.GhostId, ghost.Value);
var sprite = Comp<SpriteComponent>(ghost.Value);
_sprite.SetColor((ghost.Value, sprite), new Color(48, 255, 48, 128));
if (targetProto.TryGetComponent(out IconComponent? icon, EntityManager.ComponentFactory))
{
_sprite.AddBlankLayer((ghost.Value, sprite), 0);
_sprite.LayerSetSprite((ghost.Value, sprite), 0, icon.Icon);
sprite.LayerSetShader(0, "unshaded");
_sprite.LayerSetVisible((ghost.Value, sprite), 0, true);
}
else if (targetProto.Components.TryGetValue("Sprite", out _))
{
var dummy = EntityManager.SpawnEntity(targetProtoId, MapCoordinates.Nullspace);
var targetSprite = EnsureComp<SpriteComponent>(dummy);
EntityManager.System<AppearanceSystem>().OnChangeData(dummy, targetSprite);
for (var i = 0; i < targetSprite.AllLayers.Count(); i++)
{
if (!targetSprite[i].Visible || !targetSprite[i].RsiState.IsValid)
continue;
var rsi = targetSprite[i].Rsi ?? targetSprite.BaseRSI;
if (rsi is null || !rsi.TryGetState(targetSprite[i].RsiState, out var state) ||
state.StateId.Name is null)
continue;
_sprite.AddBlankLayer((ghost.Value, sprite), i);
_sprite.LayerSetSprite((ghost.Value, sprite), i, new SpriteSpecifier.Rsi(rsi.Path, state.StateId.Name));
sprite.LayerSetShader(i, "unshaded");
_sprite.LayerSetVisible((ghost.Value, sprite), i, true);
}
Del(dummy);
}
else
return false;
if (prototype.CanBuildInImpassable)
EnsureComp<WallMountComponent>(ghost.Value).Arc = new(Math.Tau);
return true;
}
private bool CheckConstructionConditions(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir,
EntityUid user, bool showPopup = false)
{
foreach (var condition in prototype.Conditions)
{
if (!condition.Condition(user, loc, dir))
{
if (showPopup)
{
var message = condition.GenerateGuideEntry()?.Localization;
if (message != null)
{
// Show the reason to the user:
_popupSystem.PopupCoordinates(Loc.GetString(message), loc);
}
}
return false;
}
}
return 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 (Comp<TransformComponent>(ghost.Value).Coordinates.Equals(loc))
return true;
}
return false;
}
public void TryStartConstruction(EntityUid ghostId, ConstructionGhostComponent? ghostComp = null)
{
if (!Resolve(ghostId, ref ghostComp))
return;
if (ghostComp.Prototype == null)
{
throw new ArgumentException($"Can't start construction for a ghost with no prototype. Ghost id: {ghostId}");
}
var transform = Comp<TransformComponent>(ghostId);
var msg = new TryStartStructureConstructionMessage(GetNetCoordinates(transform.Coordinates), ghostComp.Prototype.ID, transform.LocalRotation, ghostId.GetHashCode());
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))
return;
QueueDel(ghost);
_ghosts.Remove(ghostId);
}
/// <summary>
/// Removes all construction ghosts.
/// </summary>
public void ClearAllGhosts()
{
foreach (var ghost in _ghosts.Values)
{
QueueDel(ghost);
}
_ghosts.Clear();
}
}
public sealed class CraftingAvailabilityChangedArgs : EventArgs
{
public bool Available { get; }
public CraftingAvailabilityChangedArgs(bool available)
{
Available = available;
}
}
}