* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
567 lines
20 KiB
C#
567 lines
20 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Construction.Components;
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using Content.Server.DoAfter;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Stack;
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using Content.Server.Storage.Components;
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using Content.Shared.ActionBlocker;
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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.Coordinates;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Construction
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{
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/// <summary>
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/// The server-side implementation of the construction system, which is used for constructing entities in game.
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/// </summary>
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[UsedImplicitly]
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internal class ConstructionSystem : SharedConstructionSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
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SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
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SubscribeLocalEvent<ConstructionComponent, GetOtherVerbsEvent>(AddDeconstructVerb);
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SubscribeLocalEvent<ConstructionComponent, ExaminedEvent>(HandleConstructionExamined);
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}
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private void AddDeconstructVerb(EntityUid uid, ConstructionComponent component, GetOtherVerbsEvent args)
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{
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if (!args.CanAccess)
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return;
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if (component.Target?.Name == component.DeconstructionNodeIdentifier ||
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component.Node?.Name == component.DeconstructionNodeIdentifier)
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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.IconTexture = "/Textures/Interface/hammer_scaled.svg.192dpi.png";
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verb.Act = () =>
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{
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component.SetNewTarget(component.DeconstructionNodeIdentifier);
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if (component.Target == 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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component.Owner.PopupMessage(args.User, Loc.GetString("deconstructible-verb-activate-no-target-text"));
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}
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else
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{
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component.Owner.PopupMessage(args.User, Loc.GetString("deconstructible-verb-activate-text"));
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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 (component.Target != null)
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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", component.Target.Name)) + "\n");
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}
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if (component.Edge == null && component.TargetNextEdge != null)
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{
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var preventStepExamine = false;
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foreach (var condition in component.TargetNextEdge.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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component.TargetNextEdge.Steps[0].DoExamine(args);
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return;
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}
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if (component.Edge != null)
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{
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var preventStepExamine = false;
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foreach (var condition in component.Edge.Conditions)
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{
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preventStepExamine |= condition.DoExamine(args);
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}
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if (preventStepExamine) return;
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}
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if (component.EdgeNestedStepProgress == null)
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{
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if (component.EdgeStep < component.Edge?.Steps.Count)
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component.Edge.Steps[component.EdgeStep].DoExamine(args);
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return;
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}
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foreach (var list in component.EdgeNestedStepProgress)
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{
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if(list.Count == 0) continue;
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list[0].DoExamine(args);
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}
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}
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private IEnumerable<IEntity> EnumerateNearby(IEntity user)
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{
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if (user.TryGetComponent(out HandsComponent? hands))
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{
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foreach (var itemComponent in hands?.GetAllHeldItems()!)
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{
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if (itemComponent.Owner.TryGetComponent(out ServerStorageComponent? storage))
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{
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foreach (var storedEntity in storage.StoredEntities!)
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{
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yield return storedEntity;
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}
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}
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yield return itemComponent.Owner;
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}
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}
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if (user!.TryGetComponent(out InventoryComponent? inventory))
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{
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foreach (var held in inventory.GetAllHeldItems())
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{
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if (held.TryGetComponent(out ServerStorageComponent? storage))
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{
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foreach (var storedEntity in storage.StoredEntities!)
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{
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yield return storedEntity;
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}
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}
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yield return held;
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}
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}
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foreach (var near in IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(user!, 2f, LookupFlags.Approximate | LookupFlags.IncludeAnchored))
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{
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yield return near;
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}
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}
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private async Task<IEntity?> Construct(IEntity user, string materialContainer, ConstructionGraphPrototype graph, ConstructionGraphEdge edge, ConstructionGraphNode targetNode)
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{
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// We need a place to hold our construction items!
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var container = ContainerHelpers.EnsureContainer<Container>(user, materialContainer, out var existed);
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if (existed)
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{
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user.PopupMessageCursor(Loc.GetString("construction-system-construct-cannot-start-another-construction"));
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return null;
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}
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var containers = new Dictionary<string, Container>();
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var doAfterTime = 0f;
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// HOLY SHIT THIS IS SOME HACKY CODE.
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// But I'd rather do this shit than risk having collisions with other containers.
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Container GetContainer(string name)
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{
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if (containers!.ContainsKey(name))
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return containers[name];
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while (true)
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{
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var random = _robustRandom.Next();
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var c = ContainerHelpers.EnsureContainer<Container>(user!, random.ToString(), out var existed);
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if (existed) continue;
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containers[name] = c;
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return c;
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}
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}
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void FailCleanup()
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{
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foreach (var entity in container!.ContainedEntities.ToArray())
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{
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container.Remove(entity);
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}
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foreach (var cont in containers!.Values)
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{
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foreach (var entity in cont.ContainedEntities.ToArray())
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{
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cont.Remove(entity);
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}
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}
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// If we don't do this, items are invisible for some fucking reason. Nice.
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Timer.Spawn(1, ShutdownContainers);
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}
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void ShutdownContainers()
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{
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container!.Shutdown();
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foreach (var c in containers!.Values.ToArray())
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{
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c.Shutdown();
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}
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}
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var failed = false;
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var steps = new List<ConstructionGraphStep>();
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foreach (var step in edge.Steps)
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{
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doAfterTime += step.DoAfter;
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var handled = false;
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switch (step)
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{
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case MaterialConstructionGraphStep materialStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!materialStep.EntityValid(entity, out var stack))
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continue;
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var splitStack = _stackSystem.Split(entity.Uid, materialStep.Amount, user.ToCoordinates(), stack);
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if (splitStack == null)
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continue;
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if (string.IsNullOrEmpty(materialStep.Store))
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{
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if (!container.Insert(splitStack))
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continue;
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}
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else if (!GetContainer(materialStep.Store).Insert(splitStack))
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continue;
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handled = true;
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break;
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}
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break;
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!arbitraryStep.EntityValid(entity))
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continue;
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if (string.IsNullOrEmpty(arbitraryStep.Store))
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{
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if (!container.Insert(entity))
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continue;
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}
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else if (!GetContainer(arbitraryStep.Store).Insert(entity))
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continue;
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handled = true;
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break;
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}
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break;
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}
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if (handled == false)
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{
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failed = true;
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break;
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}
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steps.Add(step);
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}
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if (failed)
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{
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user.PopupMessageCursor(Loc.GetString("construction-system-construct-no-materials"));
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FailCleanup();
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return null;
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}
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var doAfterArgs = new DoAfterEventArgs(user, doAfterTime)
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{
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = false,
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BreakOnUserMove = true,
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NeedHand = false,
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};
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if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
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{
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FailCleanup();
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return null;
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}
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var newEntity = EntityManager.SpawnEntity(graph.Nodes[edge.Target].Entity, user.Transform.Coordinates);
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// Yes, this should throw if it's missing the component.
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var construction = newEntity.GetComponent<ConstructionComponent>();
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// We attempt to set the pathfinding target.
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construction.Target = targetNode;
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// We preserve the containers...
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foreach (var (name, cont) in containers)
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{
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var newCont = ContainerHelpers.EnsureContainer<Container>(newEntity, name);
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foreach (var entity in cont.ContainedEntities.ToArray())
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{
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cont.ForceRemove(entity);
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newCont.Insert(entity);
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}
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}
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// We now get rid of all them.
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ShutdownContainers();
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// We have step completed steps!
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foreach (var step in steps)
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{
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foreach (var completed in step.Completed)
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{
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await completed.PerformAction(newEntity, user);
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}
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}
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// And we also have edge completed effects!
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foreach (var completed in edge.Completed)
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{
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await completed.PerformAction(newEntity, user);
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}
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return newEntity;
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}
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private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
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{
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if (!_prototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype? constructionPrototype))
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{
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Logger.Error($"Tried to start construction of invalid recipe '{ev.PrototypeName}'!");
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return;
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}
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if (!_prototypeManager.TryIndex(constructionPrototype.Graph, out ConstructionGraphPrototype? constructionGraph))
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{
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Logger.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
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return;
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}
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var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
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var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
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var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
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var user = args.SenderSession.AttachedEntity;
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if (user == null || !Get<ActionBlockerSystem>().CanInteract(user)) return;
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if (!user.TryGetComponent(out HandsComponent? hands)) return;
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foreach (var condition in constructionPrototype.Conditions)
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{
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if (!condition.Condition(user, user.ToCoordinates(), Direction.South))
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return;
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}
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if(pathFind == null)
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throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
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var edge = startNode.GetEdge(pathFind[0].Name);
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if(edge == null)
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throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
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// No support for conditions here!
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foreach (var step in edge.Steps)
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{
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switch (step)
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{
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case ToolConstructionGraphStep _:
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case NestedConstructionGraphStep _:
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throw new InvalidDataException("Invalid first step for construction recipe!");
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}
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}
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var item = await Construct(user, "item_construction", constructionGraph, edge, targetNode);
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if(item != null && item.TryGetComponent(out ItemComponent? itemComp))
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hands.PutInHandOrDrop(itemComp);
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}
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private async void HandleStartStructureConstruction(TryStartStructureConstructionMessage ev, EntitySessionEventArgs args)
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{
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if (!_prototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype? constructionPrototype))
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{
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Logger.Error($"Tried to start construction of invalid recipe '{ev.PrototypeName}'!");
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RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
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return;
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}
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if (!_prototypeManager.TryIndex(constructionPrototype.Graph, out ConstructionGraphPrototype? constructionGraph))
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{
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Logger.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
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RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
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return;
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}
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var user = args.SenderSession.AttachedEntity;
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if (user == null)
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{
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Logger.Error($"Client sent {nameof(TryStartStructureConstructionMessage)} with no attached entity!");
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return;
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}
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if (user.IsInContainer())
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{
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user.PopupMessageCursor(Loc.GetString("construction-system-inside-container"));
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return;
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}
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var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
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var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
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var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
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if (_beingBuilt.TryGetValue(args.SenderSession, out var set))
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{
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if (!set.Add(ev.Ack))
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{
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user.PopupMessageCursor(Loc.GetString("construction-system-already-building"));
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return;
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}
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}
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else
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{
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var newSet = new HashSet<int> {ev.Ack};
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_beingBuilt[args.SenderSession] = newSet;
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}
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foreach (var condition in constructionPrototype.Conditions)
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{
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if (!condition.Condition(user, ev.Location, ev.Angle.GetCardinalDir()))
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{
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Cleanup();
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return;
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}
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}
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void Cleanup()
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{
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_beingBuilt[args.SenderSession].Remove(ev.Ack);
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}
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if (user == null
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|| !Get<ActionBlockerSystem>().CanInteract(user)
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|| !user.TryGetComponent(out HandsComponent? hands) || hands.GetActiveHand == null
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|| !user.InRangeUnobstructed(ev.Location, ignoreInsideBlocker:constructionPrototype.CanBuildInImpassable))
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{
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Cleanup();
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return;
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}
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if(pathFind == null)
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throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
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var edge = startNode.GetEdge(pathFind[0].Name);
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if(edge == null)
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throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
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var valid = false;
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var holding = hands.GetActiveHand?.Owner;
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if (holding == null)
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{
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Cleanup();
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return;
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}
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// No support for conditions here!
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foreach (var step in edge.Steps)
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{
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switch (step)
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{
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case EntityInsertConstructionGraphStep entityInsert:
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if (entityInsert.EntityValid(holding))
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valid = true;
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break;
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case ToolConstructionGraphStep _:
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case NestedConstructionGraphStep _:
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throw new InvalidDataException("Invalid first step for item recipe!");
|
|
}
|
|
|
|
if (valid)
|
|
break;
|
|
}
|
|
|
|
if (!valid)
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
|
|
var structure = await Construct(user, (ev.Ack + constructionPrototype.GetHashCode()).ToString(), constructionGraph, edge, targetNode);
|
|
|
|
if (structure == null)
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
|
|
// We do this to be able to move the construction to its proper position in case it's anchored...
|
|
// Oh wow transform anchoring is amazing wow I love it!!!!
|
|
var wasAnchored = structure.Transform.Anchored;
|
|
structure.Transform.Anchored = false;
|
|
|
|
structure.Transform.Coordinates = ev.Location;
|
|
structure.Transform.LocalRotation = constructionPrototype.CanRotate ? ev.Angle : Angle.Zero;
|
|
|
|
structure.Transform.Anchored = wasAnchored;
|
|
|
|
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
|
|
|
|
Cleanup();
|
|
}
|
|
}
|
|
}
|