Files
tbd-station-14/Content.Client/Construction/ConstructionSystem.cs
2021-07-16 17:37:09 -07:00

211 lines
7.0 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
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.Map;
using Robust.Shared.Maths;
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!;
private readonly Dictionary<int, ConstructionGhostComponent> _ghosts = new();
private int _nextId;
public bool CraftingEnabled { get; private set; }
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
SubscribeNetworkEvent<AckStructureConstructionMessage>(HandleAckStructure);
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenCraftingMenu,
new PointerInputCmdHandler(HandleOpenCraftingMenu))
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse))
.Register<ConstructionSystem>();
}
/// <inheritdoc />
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<ConstructionSystem>();
}
public event EventHandler<CraftingAvailabilityChangedArgs>? CraftingAvailabilityChanged;
public event EventHandler? ToggleCraftingWindow;
private void HandleAckStructure(AckStructureConstructionMessage msg)
{
ClearGhost(msg.GhostId);
}
private void HandlePlayerAttached(PlayerAttachSysMessage msg)
{
var available = IsCrafingAvailable(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 IsCrafingAvailable(IEntity? entity)
{
if (entity == null)
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;
var entity = EntityManager.GetEntity(args.EntityUid);
if (!entity.TryGetComponent<ConstructionGhostComponent>(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)
{
var user = _playerManager.LocalPlayer?.ControlledEntity;
// This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
if (user == null || 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 = ghost.GetComponent<ConstructionGhostComponent>();
comp.Prototype = prototype;
comp.GhostId = _nextId++;
ghost.Transform.LocalRotation = dir.ToAngle();
_ghosts.Add(comp.GhostId, comp);
var sprite = ghost.GetComponent<SpriteComponent>();
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 (ghost.Value.Owner.Transform.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 = ghost.Owner.Transform;
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))
{
ghost.Owner.QueueDelete();
_ghosts.Remove(ghostId);
}
}
/// <summary>
/// Removes all construction ghosts.
/// </summary>
public void ClearAllGhosts()
{
foreach (var (_, ghost) in _ghosts)
{
ghost.Owner.QueueDelete();
}
_ghosts.Clear();
}
}
public class CraftingAvailabilityChangedArgs : EventArgs
{
public bool Available { get; }
public CraftingAvailabilityChangedArgs(bool available)
{
Available = available;
}
}
}