240 lines
9.8 KiB
C#
240 lines
9.8 KiB
C#
using Content.Server.Construction.Components;
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using Content.Shared.Construction;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Construction.Steps;
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using Content.Shared.Examine;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Server.Construction
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{
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public sealed partial class ConstructionSystem
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{
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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private readonly Dictionary<ConstructionPrototype, ConstructionGuide> _guideCache = new();
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private void InitializeGuided()
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{
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SubscribeNetworkEvent<RequestConstructionGuide>(OnGuideRequested);
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SubscribeLocalEvent<ConstructionComponent, GetVerbsEvent<Verb>>(AddDeconstructVerb);
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SubscribeLocalEvent<ConstructionComponent, ExaminedEvent>(HandleConstructionExamined);
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}
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private void OnGuideRequested(RequestConstructionGuide msg, EntitySessionEventArgs args)
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{
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if (!_prototypeManager.TryIndex(msg.ConstructionId, out ConstructionPrototype? prototype))
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return;
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if(GetGuide(prototype) is {} guide)
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RaiseNetworkEvent(new ResponseConstructionGuide(msg.ConstructionId, guide), args.SenderSession.ConnectedClient);
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}
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private void AddDeconstructVerb(EntityUid uid, ConstructionComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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return;
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if (component.TargetNode == component.DeconstructionNode ||
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component.Node == component.DeconstructionNode)
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return;
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Verb verb = new();
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//verb.Category = VerbCategories.Construction;
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//TODO VERBS add more construction verbs? Until then, removing construction category
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verb.Text = Loc.GetString("deconstructible-verb-begin-deconstruct");
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verb.Icon = new SpriteSpecifier.Texture(
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new ResourcePath("/Textures/Interface/hammer_scaled.svg.192dpi.png"));
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verb.Act = () =>
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{
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SetPathfindingTarget(uid, component.DeconstructionNode, component);
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if (component.TargetNode == null)
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{
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// Maybe check, but on the flip-side a better solution might be to not make it undeconstructible in the first place, no?
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_popup.PopupEntity(Loc.GetString("deconstructible-verb-activate-no-target-text"), uid, uid);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("deconstructible-verb-activate-text"), args.User, args.User);
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}
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};
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args.Verbs.Add(verb);
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}
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private void HandleConstructionExamined(EntityUid uid, ConstructionComponent component, ExaminedEvent args)
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{
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if (GetTargetNode(uid, component) is {} target)
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{
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args.PushMarkup(Loc.GetString(
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"construction-component-to-create-header",
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("targetName", target.Name)) + "\n");
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}
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if (component.EdgeIndex == null && GetTargetEdge(uid, component) is {} targetEdge)
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{
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var preventStepExamine = false;
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foreach (var condition in targetEdge.Conditions)
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{
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preventStepExamine |= condition.DoExamine(args);
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}
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if (!preventStepExamine)
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targetEdge.Steps[0].DoExamine(args);
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return;
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}
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if (GetCurrentEdge(uid, component) is {} edge)
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{
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var preventStepExamine = false;
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foreach (var condition in edge.Conditions)
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{
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preventStepExamine |= condition.DoExamine(args);
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}
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if (!preventStepExamine && component.StepIndex < edge.Steps.Count)
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edge.Steps[component.StepIndex].DoExamine(args);
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}
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}
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/// <summary>
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/// Returns a <see cref="ConstructionGuide"/> for a given <see cref="ConstructionPrototype"/>,
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/// generating and caching it as needed.
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/// </summary>
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/// <param name="construction">The construction prototype to generate the guide for. We must be able to pathfind
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/// from its starting node to its ending node to be able to generate a guide for it.</param>
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/// <returns>The guide for the given construction, or null if we can't pathfind from the start node to the
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/// end node on that construction.</returns>
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private ConstructionGuide? GetGuide(ConstructionPrototype construction)
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{
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// NOTE: This method might be allocate a fair bit, but do not worry!
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// This method is specifically designed to generate guides once and cache the results,
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// therefore we don't need to worry *too much* about the performance of this.
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// If we've generated and cached this guide before, return it.
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if (_guideCache.TryGetValue(construction, out var guide))
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return guide;
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// If the graph doesn't actually exist, do nothing.
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if (!_prototypeManager.TryIndex(construction.Graph, out ConstructionGraphPrototype? graph))
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return null;
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// If either the start node or the target node are missing, do nothing.
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if (GetNodeFromGraph(graph, construction.StartNode) is not {} startNode
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|| GetNodeFromGraph(graph, construction.TargetNode) is not {} targetNode)
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return null;
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// If there's no path from start to target, do nothing.
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if (graph.Path(construction.StartNode, construction.TargetNode) is not {} path
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|| path.Length == 0)
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return null;
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var step = 1;
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var entries = new List<ConstructionGuideEntry>()
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{
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// Initial construction header.
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new()
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{
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Localization = construction.Type == ConstructionType.Structure
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? "construction-presenter-to-build" : "construction-presenter-to-craft",
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EntryNumber = step,
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}
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};
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var conditions = new HashSet<string>();
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// Iterate until the penultimate node.
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var node = startNode;
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var index = 0;
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while(node != targetNode)
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{
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// Can't find path, therefore can't generate guide...
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if (!node.TryGetEdge(path[index].Name, out var edge))
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return null;
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// First steps are handled specially.
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if (step == 1)
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{
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foreach (var graphStep in edge.Steps)
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{
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// This graph is invalid, we only allow insert steps as the initial construction steps.
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if (graphStep is not EntityInsertConstructionGraphStep insertStep)
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return null;
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entries.Add(insertStep.GenerateGuideEntry());
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}
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// Now actually list the construction conditions.
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foreach (var condition in construction.Conditions)
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{
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if (condition.GenerateGuideEntry() is not {} conditionEntry)
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continue;
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conditionEntry.Padding += 4;
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entries.Add(conditionEntry);
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}
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step++;
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node = path[index++];
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// Add a bit of padding if there will be more steps after this.
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if(node != targetNode)
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entries.Add(new ConstructionGuideEntry());
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continue;
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}
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var old = conditions;
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conditions = new HashSet<string>();
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foreach (var condition in edge.Conditions)
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{
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foreach (var conditionEntry in condition.GenerateGuideEntry())
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{
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conditions.Add(conditionEntry.Localization);
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// Okay so if the condition entry had a non-null value here, we take it as a numbered step.
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// This is for cases where there is a lot of snowflake behavior, such as machine frames...
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// So that the step of inserting a machine board and inserting all of its parts is numbered.
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if (conditionEntry.EntryNumber != null)
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conditionEntry.EntryNumber = step++;
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// To prevent spamming the same stuff over and over again. This is a bit naive, but..ye.
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// Also we will only hide this condition *if* it isn't numbered.
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else
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{
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if (old.Contains(conditionEntry.Localization))
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continue;
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// We only add padding for non-numbered entries.
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conditionEntry.Padding += 4;
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}
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entries.Add(conditionEntry);
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}
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}
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foreach (var graphStep in edge.Steps)
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{
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var entry = graphStep.GenerateGuideEntry();
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entry.EntryNumber = step++;
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entries.Add(entry);
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}
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node = path[index++];
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}
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guide = new ConstructionGuide(entries.ToArray());
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_guideCache[construction] = guide;
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return guide;
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}
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}
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}
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