* Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me>
541 lines
21 KiB
C#
541 lines
21 KiB
C#
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.Storage.EntitySystems;
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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.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Storage;
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using Content.Shared.Tag;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Construction
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{
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public sealed partial class ConstructionSystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly StorageSystem _storageSystem = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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// --- WARNING! LEGACY CODE AHEAD! ---
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// This entire file contains the legacy code for initial construction.
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// This is bound to be replaced by a better alternative (probably using dummy entities)
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// but for now I've isolated them in their own little file. This code is largely unchanged.
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// --- YOU HAVE BEEN WARNED! AAAH! ---
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private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
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private void InitializeInitial()
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{
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SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
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SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
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}
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// LEGACY CODE. See warning at the top of the file!
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private IEnumerable<EntityUid> EnumerateNearby(EntityUid user)
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{
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foreach (var item in _handsSystem.EnumerateHeld(user))
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{
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if (TryComp(item, out StorageComponent? storage))
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{
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foreach (var storedEntity in storage.Container.ContainedEntities!)
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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 item;
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}
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if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
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{
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while (containerSlotEnumerator.MoveNext(out var containerSlot))
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{
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if(!containerSlot.ContainedEntity.HasValue)
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continue;
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if (EntityManager.TryGetComponent(containerSlot.ContainedEntity.Value, out StorageComponent? storage))
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{
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foreach (var storedEntity in storage.Container.ContainedEntities)
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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 containerSlot.ContainedEntity.Value;
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}
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}
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var pos = Transform(user).MapPosition;
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foreach (var near in _lookupSystem.GetEntitiesInRange(pos, 2f, LookupFlags.Contained | LookupFlags.Dynamic | LookupFlags.Sundries | LookupFlags.Approximate))
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{
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if (near == user)
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continue;
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if (_interactionSystem.InRangeUnobstructed(pos, near, 2f) && _container.IsInSameOrParentContainer(user, near))
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yield return near;
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}
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}
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// LEGACY CODE. See warning at the top of the file!
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private async Task<EntityUid?> Construct(EntityUid 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 = _container.EnsureContainer<Container>(user, materialContainer, out var existed);
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if (existed)
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{
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_popup.PopupEntity(Loc.GetString("construction-system-construct-cannot-start-another-construction"), user, user);
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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.TryGetValue(name, out var container1))
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return container1;
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while (true)
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{
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var random = _robustRandom.Next();
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var c = _container.EnsureContainer<Container>(user, random.ToString(), out var exists);
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if (exists)
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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, container);
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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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_container.Remove(entity, cont);
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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.ShutdownContainer(container);
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foreach (var c in containers.Values.ToArray())
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{
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_container.ShutdownContainer(c);
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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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var used = new HashSet<EntityUid>();
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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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if (used.Contains(entity))
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continue;
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// TODO allow taking from several stacks.
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// Also update crafting steps to check if it works.
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var splitStack = _stackSystem.Split(entity, materialStep.Amount, user.ToCoordinates(0, 0), 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.Value, container))
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continue;
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}
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else if (!_container.Insert(splitStack.Value, GetContainer(materialStep.Store)))
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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 new HashSet<EntityUid>(EnumerateNearby(user)))
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{
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if (!arbitraryStep.EntityValid(entity, EntityManager, _factory))
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continue;
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if (used.Contains(entity))
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continue;
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// Dump out any stored entities in used entity
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if (TryComp<StorageComponent>(entity, out var storage))
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{
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_container.EmptyContainer(storage.Container);
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}
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if (string.IsNullOrEmpty(arbitraryStep.Store))
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{
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if (!_container.Insert(entity, container))
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continue;
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}
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else if (!_container.Insert(entity, GetContainer(arbitraryStep.Store)))
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continue;
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handled = true;
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used.Add(entity);
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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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_popup.PopupEntity(Loc.GetString("construction-system-construct-no-materials"), user, user);
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FailCleanup();
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return null;
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}
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var doAfterArgs = new DoAfterArgs(EntityManager, user, doAfterTime, new AwaitedDoAfterEvent(), null)
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{
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BreakOnDamage = true,
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BreakOnTargetMove = false,
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BreakOnUserMove = true,
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NeedHand = false,
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// allow simultaneously starting several construction jobs using the same stack of materials.
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CancelDuplicate = false,
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BlockDuplicate = 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 newEntityProto = graph.Nodes[edge.Target].Entity.GetId(null, user, new(EntityManager));
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var newEntity = EntityManager.SpawnEntity(newEntityProto, EntityManager.GetComponent<TransformComponent>(user).Coordinates);
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if (!TryComp(newEntity, out ConstructionComponent? construction))
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{
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Log.Error($"Initial construction does not have a valid target entity! It is missing a ConstructionComponent.\nGraph: {graph.ID}, Initial Target: {edge.Target}, Ent. Prototype: {newEntityProto}\nCreated Entity {ToPrettyString(newEntity)} will be deleted.");
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Del(newEntity); // Screw you, make proper construction graphs.
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return null;
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}
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// We attempt to set the pathfinding target.
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SetPathfindingTarget(newEntity, targetNode.Name, construction);
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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 = _container.EnsureContainer<Container>(newEntity, name);
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foreach (var entity in cont.ContainedEntities.ToArray())
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{
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_container.Remove(entity, cont, reparent: false, force: true);
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_container.Insert(entity, newCont);
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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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completed.PerformAction(newEntity, user, EntityManager);
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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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completed.PerformAction(newEntity, user, EntityManager);
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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 (args.SenderSession.AttachedEntity is {Valid: true} user)
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await TryStartItemConstruction(ev.PrototypeName, user);
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}
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// LEGACY CODE. See warning at the top of the file!
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public async Task<bool> TryStartItemConstruction(string prototype, EntityUid user)
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{
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if (!_prototypeManager.TryIndex(prototype, out ConstructionPrototype? constructionPrototype))
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{
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Log.Error($"Tried to start construction of invalid recipe '{prototype}'!");
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return false;
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}
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if (!_prototypeManager.TryIndex(constructionPrototype.Graph,
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out ConstructionGraphPrototype? constructionGraph))
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{
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Log.Error(
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$"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{prototype}'!");
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return false;
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}
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if (constructionPrototype.EntityWhitelist != null && !constructionPrototype.EntityWhitelist.IsValid(user))
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{
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_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
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return false;
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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 (!_actionBlocker.CanInteract(user, null))
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return false;
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if (!HasComp<HandsComponent>(user))
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return false;
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foreach (var condition in constructionPrototype.Conditions)
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{
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if (!condition.Condition(user, user.ToCoordinates(0, 0), Direction.South))
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return false;
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}
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if (pathFind == null)
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{
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throw new InvalidDataException(
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$"Can't find path from starting node to target node in construction! Recipe: {prototype}");
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}
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var edge = startNode.GetEdge(pathFind[0].Name);
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if (edge == null)
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{
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throw new InvalidDataException(
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$"Can't find edge from starting node to the next node in pathfinding! Recipe: {prototype}");
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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 ToolConstructionGraphStep _:
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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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if (await Construct(user, "item_construction", constructionGraph, edge, targetNode) is not { Valid: true } item)
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return false;
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// Just in case this is a stack, attempt to merge it. If it isn't a stack, this will just normally pick up
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// or drop the item as normal.
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_stackSystem.TryMergeToHands(item, user);
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return true;
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}
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// LEGACY CODE. See warning at the top of the file!
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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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Log.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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Log.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
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RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
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return;
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}
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if (args.SenderSession.AttachedEntity is not {Valid: true} user)
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{
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Log.Error($"Client sent {nameof(TryStartStructureConstructionMessage)} with no attached entity!");
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return;
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}
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if (constructionPrototype.EntityWhitelist != null && !constructionPrototype.EntityWhitelist.IsValid(user))
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{
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_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
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return;
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}
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if (_container.IsEntityInContainer(user))
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{
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_popup.PopupEntity(Loc.GetString("construction-system-inside-container"), user, user);
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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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_popup.PopupEntity(Loc.GetString("construction-system-already-building"), user, user);
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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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var location = GetCoordinates(ev.Location);
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foreach (var condition in constructionPrototype.Conditions)
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{
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if (!condition.Condition(user, 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 (!_actionBlocker.CanInteract(user, null)
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|| !EntityManager.TryGetComponent(user, out HandsComponent? hands) || hands.ActiveHandEntity == null)
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{
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Cleanup();
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return;
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}
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var mapPos = location.ToMap(EntityManager);
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var predicate = GetPredicate(constructionPrototype.CanBuildInImpassable, mapPos);
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if (!_interactionSystem.InRangeUnobstructed(user, mapPos, predicate: predicate))
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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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if (hands.ActiveHandEntity is not {Valid: true} holding)
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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, EntityManager, _factory))
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valid = true;
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break;
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case ToolConstructionGraphStep _:
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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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if (await Construct(user, (ev.Ack + constructionPrototype.GetHashCode()).ToString(), constructionGraph,
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edge, targetNode) is not {Valid: true} structure)
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{
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Cleanup();
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return;
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}
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// We do this to be able to move the construction to its proper position in case it's anchored...
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// Oh wow transform anchoring is amazing wow I love it!!!!
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// ikr
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var xform = Transform(structure);
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var wasAnchored = xform.Anchored;
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xform.Anchored = false;
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xform.Coordinates = GetCoordinates(ev.Location);
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xform.LocalRotation = constructionPrototype.CanRotate ? ev.Angle : Angle.Zero;
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xform.Anchored = wasAnchored;
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RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack, GetNetEntity(structure)));
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_adminLogger.Add(LogType.Construction, LogImpact.Low, $"{ToPrettyString(user):player} has turned a {ev.PrototypeName} construction ghost into {ToPrettyString(structure)} at {Transform(structure).Coordinates}");
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Cleanup();
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}
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}
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}
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