Files
tbd-station-14/Content.Server/Stack/StackSystem.cs
2021-06-13 00:28:48 +02:00

135 lines
4.8 KiB
C#

using System;
using Content.Shared.Interaction;
using Content.Shared.Notification;
using Content.Shared.Stacks;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.Stack
{
/// <summary>
/// Entity system that handles everything relating to stacks.
/// This is a good example for learning how to code in an ECS manner.
/// </summary>
[UsedImplicitly]
public class StackSystem : SharedStackSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StackComponent, InteractUsingEvent>(OnStackInteractUsing);
}
/// <summary>
/// Try to use an amount of items on this stack. Returns whether this succeeded.
/// </summary>
public bool Use(EntityUid uid, SharedStackComponent stack, int amount)
{
// Check if we have enough things in the stack for this...
if (stack.Count < amount)
{
// Not enough things in the stack, return false.
return false;
}
// We do have enough things in the stack, so remove them and change.
SetCount(uid, stack, stack.Count - amount);
return true;
}
/// <summary>
/// Try to split this stack into two. Returns a non-null <see cref="IEntity"/> if successful.
/// </summary>
public IEntity? Split(EntityUid uid, SharedStackComponent stack, int amount, EntityCoordinates spawnPosition)
{
// Get a prototype ID to spawn the new entity. Null is also valid, although it should rarely be picked...
var prototype = _prototypeManager.TryIndex<StackPrototype>(stack.StackTypeId, out var stackType)
? stackType.Spawn
: stack.Owner.Prototype?.ID ?? null;
// Try to remove the amount of things we want to split from the original stack...
if (!Use(uid, stack, amount))
return null;
// Set the output parameter in the event instance to the newly split stack.
var entity = EntityManager.SpawnEntity(prototype, spawnPosition);
if (ComponentManager.TryGetComponent(entity.Uid, out SharedStackComponent? stackComp))
{
// Set the split stack's count.
SetCount(entity.Uid, stackComp, amount);
}
return entity;
}
/// <summary>
/// Spawns a stack of a certain stack type. See <see cref="StackPrototype"/>.
/// </summary>
public IEntity Spawn(int amount, StackPrototype prototype, EntityCoordinates spawnPosition)
{
// Set the output result parameter to the new stack entity...
var entity = EntityManager.SpawnEntity(prototype.Spawn, spawnPosition);
var stack = ComponentManager.GetComponent<StackComponent>(entity.Uid);
// And finally, set the correct amount!
SetCount(entity.Uid, stack, amount);
return entity;
}
private void OnStackInteractUsing(EntityUid uid, StackComponent stack, InteractUsingEvent args)
{
if (!args.Used.TryGetComponent<StackComponent>(out var otherStack))
return;
if (!otherStack.StackTypeId.Equals(stack.StackTypeId))
return;
var toTransfer = Math.Min(stack.Count, otherStack.AvailableSpace);
SetCount(uid, stack, stack.Count - toTransfer);
SetCount(args.Used.Uid, otherStack, otherStack.Count + toTransfer);
var popupPos = args.ClickLocation;
if (!popupPos.IsValid(EntityManager))
{
popupPos = args.User.Transform.Coordinates;
}
switch (toTransfer)
{
case > 0:
popupPos.PopupMessage(args.User, $"+{toTransfer}");
if (otherStack.AvailableSpace == 0)
{
args.Used.SpawnTimer(
300,
() => popupPos.PopupMessage(
args.User,
Loc.GetString("comp-stack-becomes-full")
)
);
}
break;
case 0 when otherStack.AvailableSpace == 0:
popupPos.PopupMessage(
args.User,
Loc.GetString("comp-stack-already-full")
);
break;
}
args.Handled = true;
}
}
}