* Recipe stuff. * Lathe GUI and stuff * god dammit * Lathe menu works, yay. * EventArgs henk * Some work * SS14 -> Robust * More SS14 -> Robust * Lathe materials * Lathe works, Lathe GUI, Queue GUI, etc too many changes to name them here * Remove materials button, add ViewVariables and update lathe on connect * Add Autolathe RSI * Adds new recipes, fixes a few bugs. * Remove unused ScrollContainers * Use same delegate for spawn. * Removes client-side LatheComponent in favor of BoundUserInterface * Remove GetMaterial and TryGetMaterial * Use auto-properties in a few places. * Adds LatheDatabase, and a bunch of other changes * Remove useless log. * Remove lathetype from prototypes. * Turns Storage, Lathe and Database into autoproperties * Remove Hacked property from LatheRecipePrototype * Remove unneeded dependency injection from components * Refactors LatheDatabaseComponent to use ComponentState * Refactors MaterialStorageComponent to use ComponentState * Oopsie * Another oopsie * Last oopsie, I hope * Fix missing Close call.
153 lines
5.4 KiB
C#
153 lines
5.4 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Materials;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.Research;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timers;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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{
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public class LatheComponent : SharedLatheComponent, IAttackHand, IAttackBy, IActivate
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{
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public const int VolumePerSheet = 3750;
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private BoundUserInterface _userInterface;
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[ViewVariables]
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public Queue<LatheRecipePrototype> Queue { get; } = new Queue<LatheRecipePrototype>();
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[ViewVariables]
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public bool Producing { get; private set; } = false;
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private LatheRecipePrototype _producingRecipe = null;
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(LatheUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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private void UserInterfaceOnOnReceiveMessage(BoundUserInterfaceMessage message)
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{
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switch (message)
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{
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case LatheQueueRecipeMessage msg:
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_prototypeManager.TryIndex(msg.ID, out LatheRecipePrototype recipe);
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if (recipe != null)
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for (var i = 0; i < msg.Quantity; i++)
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{
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Queue.Enqueue(recipe);
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_userInterface.SendMessage(new LatheFullQueueMessage(GetIDQueue()));
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}
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break;
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case LatheSyncRequestMessage msg:
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if (!Owner.TryGetComponent(out MaterialStorageComponent storage)) return;
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_userInterface.SendMessage(new LatheFullQueueMessage(GetIDQueue()));
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if (_producingRecipe != null)
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_userInterface.SendMessage(new LatheProducingRecipeMessage(_producingRecipe.ID));
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break;
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}
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}
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internal bool Produce(LatheRecipePrototype recipe)
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{
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if (Producing || !CanProduce(recipe) || !Owner.TryGetComponent(out MaterialStorageComponent storage)) return false;
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_userInterface.SendMessage(new LatheFullQueueMessage(GetIDQueue()));
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Producing = true;
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_producingRecipe = recipe;
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foreach (var (material, amount) in recipe.RequiredMaterials)
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{
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// This should always return true, otherwise CanProduce fucked up.
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storage.RemoveMaterial(material, amount);
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}
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_userInterface.SendMessage(new LatheProducingRecipeMessage(recipe.ID));
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Timer.Spawn(recipe.CompleteTime, () =>
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{
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Producing = false;
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_producingRecipe = null;
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Owner.EntityManager.TrySpawnEntityAt(recipe.Result, Owner.Transform.GridPosition, out var entity);
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_userInterface.SendMessage(new LatheStoppedProducingRecipeMessage());
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});
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return true;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
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return;
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_userInterface.Open(actor.playerSession);
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return;
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}
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bool IAttackHand.AttackHand(AttackHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
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return false;
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_userInterface.Open(actor.playerSession);
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return true;
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}
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bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out MaterialStorageComponent storage)
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|| !eventArgs.AttackWith.TryGetComponent(out MaterialComponent material)) return false;
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var multiplier = 1;
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if (eventArgs.AttackWith.TryGetComponent(out StackComponent stack)) multiplier = stack.Count;
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var totalAmount = 0;
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// Check if it can insert all materials.
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foreach (var mat in material.MaterialTypes.Values)
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{
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// TODO: Change how MaterialComponent works so this is not hard-coded.
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if (!storage.CanInsertMaterial(mat.ID, VolumePerSheet * multiplier)) return false;
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totalAmount += VolumePerSheet * multiplier;
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}
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// Check if it can take ALL of the material's volume.
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if (storage.CanTakeAmount(totalAmount)) return false;
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foreach (var mat in material.MaterialTypes.Values)
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{
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storage.InsertMaterial(mat.ID, VolumePerSheet * multiplier);
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}
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eventArgs.AttackWith.Delete();
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return false;
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}
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private Queue<string> GetIDQueue()
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{
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var queue = new Queue<string>();
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foreach (var recipePrototype in Queue)
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{
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queue.Enqueue(recipePrototype.ID);
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}
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return queue;
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}
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}
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}
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