* Beaker Inhands * Flashlight Inhands * Tile Refactor * Adds metal/glass sheet inhands * Removes plasma * Adds Phoron * We boolin' * Phoron inhands * First Pass inhand food * First food inhand pass * Soda inhand sprites * Actually adds them
223 lines
7.5 KiB
C#
223 lines
7.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Interactable;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Shared.Construction
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{
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[Prototype("construction")]
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public class ConstructionPrototype : IPrototype, IIndexedPrototype
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{
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private string _name;
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private string _description;
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private SpriteSpecifier _icon;
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private List<string> _keywords;
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private List<string> _categorySegments;
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private List<ConstructionStage> _stages = new List<ConstructionStage>();
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private ConstructionType _type;
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private string _id;
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private string _result;
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private string _placementMode;
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private bool _canBuildInImpassable;
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/// <summary>
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/// Friendly name displayed in the construction GUI.
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/// </summary>
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public string Name => _name;
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/// <summary>
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/// "Useful" description displayed in the construction GUI.
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/// </summary>
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public string Description => _description;
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/// <summary>
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/// Texture path inside the construction GUI.
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/// </summary>
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public SpriteSpecifier Icon => _icon;
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/// <summary>
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/// If you can start building or complete steps on impassable terrain.
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/// </summary>
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public bool CanBuildInImpassable => _canBuildInImpassable;
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/// <summary>
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/// A list of keywords that are used for searching.
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/// </summary>
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public IReadOnlyList<string> Keywords => _keywords;
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/// <summary>
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/// The split up segments of the category.
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/// </summary>
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public IReadOnlyList<string> CategorySegments => _categorySegments;
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/// <summary>
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/// The list of stages of construction.
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/// Construction is separated into "stages" which is basically a state in a linear FSM.
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/// The stage has forward and optionally backwards "steps" which are the criteria to move around in the FSM.
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/// NOTE that the stages are mapped differently than they appear in the prototype.
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/// In the prototype, the forward step is displayed as "to move into this stage" and reverse "to move out of"
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/// Stage 0 is considered "construction not started" and last stage is considered "construction is finished".
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/// As such, neither last or 0 stage have actual stage DATA, only backward/forward steps respectively.
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/// This would be akward for a YAML prototype because it's always jagged.
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/// </summary>
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public IReadOnlyList<ConstructionStage> Stages => _stages;
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public ConstructionType Type => _type;
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public string ID => _id;
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/// <summary>
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/// The prototype name of the entity prototype when construction is done.
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/// </summary>
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public string Result => _result;
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public string PlacementMode => _placementMode;
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public void LoadFrom(YamlMappingNode mapping)
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{
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var ser = YamlObjectSerializer.NewReader(mapping);
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_name = ser.ReadDataField<string>("name");
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ser.DataField(ref _id, "id", string.Empty);
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ser.DataField(ref _description, "description", string.Empty);
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ser.DataField(ref _icon, "icon", SpriteSpecifier.Invalid);
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ser.DataField(ref _type, "objecttype", ConstructionType.Structure);
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ser.DataField(ref _result, "result", null);
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ser.DataField(ref _placementMode, "placementmode", "PlaceFree");
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ser.DataField(ref _canBuildInImpassable, "canbuildinimpassable", false);
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_keywords = ser.ReadDataField<List<string>>("keywords", new List<string>());
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{
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var cat = ser.ReadDataField<string>("category");
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var split = cat.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
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_categorySegments = split.ToList();
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}
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{
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SpriteSpecifier nextIcon = null;
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ConstructionStep nextBackward = null;
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foreach (var stepMap in mapping.GetNode<YamlSequenceNode>("steps").Cast<YamlMappingNode>())
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{
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var step = ReadStepPrototype(stepMap);
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_stages.Add(new ConstructionStage(step, nextIcon, nextBackward));
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if (stepMap.TryGetNode("icon", out var node))
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{
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nextIcon = SpriteSpecifier.FromYaml(node);
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}
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if (stepMap.TryGetNode("reverse", out YamlMappingNode revMap))
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{
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nextBackward = ReadStepPrototype(revMap);
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}
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}
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_stages.Add(new ConstructionStage(null, nextIcon, nextBackward));
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}
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}
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ConstructionStep ReadStepPrototype(YamlMappingNode step)
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{
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int amount = 1;
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if (step.TryGetNode("amount", out var node))
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{
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amount = node.AsInt();
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}
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if (step.TryGetNode("material", out node))
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{
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return new ConstructionStepMaterial(
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node.AsEnum<ConstructionStepMaterial.MaterialType>(),
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amount
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);
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}
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if (step.TryGetNode("tool", out node))
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{
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return new ConstructionStepTool(
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node.AsEnum<ToolQuality>(),
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amount
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);
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}
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throw new InvalidOperationException("Not enough data specified to determine step.");
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}
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}
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public sealed class ConstructionStage
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{
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/// <summary>
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/// The icon of the construction frame at this stage.
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/// </summary>
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public readonly SpriteSpecifier Icon;
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/// <summary>
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/// The step that should be completed to move away from this stage to the next one.
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/// </summary>
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public readonly ConstructionStep Forward;
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/// <summary>
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/// The optional step that can be completed to move away from this stage to the previous one.
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/// </summary>
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public readonly ConstructionStep Backward;
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public ConstructionStage(ConstructionStep forward, SpriteSpecifier icon = null, ConstructionStep backward = null)
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{
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Icon = icon;
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Forward = forward;
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Backward = backward;
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}
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}
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public enum ConstructionType
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{
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Structure,
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Item,
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}
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public abstract class ConstructionStep
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{
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public readonly int Amount = 1;
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protected ConstructionStep(int amount)
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{
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Amount = amount;
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}
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}
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public class ConstructionStepTool : ConstructionStep
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{
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public readonly ToolQuality ToolQuality;
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public ConstructionStepTool(ToolQuality toolQuality, int amount) : base(amount)
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{
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ToolQuality = toolQuality;
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}
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}
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public class ConstructionStepMaterial : ConstructionStep
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{
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public readonly MaterialType Material;
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public ConstructionStepMaterial(MaterialType material, int amount) : base(amount)
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{
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Material = material;
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}
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public enum MaterialType
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{
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Metal,
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Glass,
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Cable,
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Gold,
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Phoron,
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}
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}
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}
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