* Removed EntityManager member variable from Components and EntitySystems * Removed EntityManager with minor corecctions * Update PathfindingSystem.cs * Update InteractionSystem.cs * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/ExamineSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: Clyybber <darkmine956@gmail.com> * Update Content.Server/GameObjects/Components/Stack/StackComponent.cs Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
481 lines
17 KiB
C#
481 lines
17 KiB
C#
#nullable enable
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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.GameObjects.Components.Construction;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.Construction;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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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.Timers;
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namespace Content.Server.GameObjects.EntitySystems
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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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private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new Dictionary<ICommonSession, HashSet<int>>();
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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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}
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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 EntityManager.GetEntitiesInRange(user!, 2f, true))
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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 = ContainerManagerComponent.Ensure<Container>(materialContainer, user, out var existed);
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if (existed)
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{
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user.PopupMessageCursor(Loc.GetString("You can't start another construction now!"));
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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 = ContainerManagerComponent.Ensure<Container>(random.ToString(), user!, 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 sharedStack))
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continue;
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var stack = (StackComponent) sharedStack;
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if (!stack.Split(materialStep.Amount, user.ToCoordinates(), out var newStack))
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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(newStack))
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continue;
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}
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else if (!GetContainer(materialStep.Store).Insert(newStack))
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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 ComponentConstructionGraphStep componentStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!componentStep.EntityValid(entity))
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continue;
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if (string.IsNullOrEmpty(componentStep.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(componentStep.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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case PrototypeConstructionGraphStep prototypeStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!prototypeStep.EntityValid(entity))
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continue;
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if (string.IsNullOrEmpty(prototypeStep.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(prototypeStep.Store).Insert(entity))
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{
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continue;
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}
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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("You don't have the materials to build that!"));
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FailCleanup();
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return null;
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}
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var doAfterSystem = Get<DoAfterSystem>();
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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 = true,
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};
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if (await doAfterSystem.DoAfter(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 = ContainerManagerComponent.Ensure<Container>(name, newEntity);
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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 || !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 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 (_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("You are already building that!"));
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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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|| !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!");
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}
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if (valid)
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break;
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}
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if (!valid)
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{
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Cleanup();
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return;
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}
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var structure = await Construct(user, (ev.Ack + constructionPrototype.GetHashCode()).ToString(), constructionGraph, edge, targetNode);
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if (structure == null)
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{
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Cleanup();
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return;
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}
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structure.Transform.Coordinates = ev.Location;
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structure.Transform.LocalRotation = constructionPrototype.CanRotate ? ev.Angle : Angle.South;
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RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
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Cleanup();
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}
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}
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}
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