Files
tbd-station-14/Content.Server/GameObjects/Components/Research/LatheComponent.cs
Víctor Aguilera Puerto fe0414eda7 Lathes (#207)
* 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.
2019-04-26 15:51:05 +02:00

153 lines
5.4 KiB
C#

using System.Collections.Generic;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Materials;
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects.Components.UserInterface;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Timers;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Research
{
public class LatheComponent : SharedLatheComponent, IAttackHand, IAttackBy, IActivate
{
public const int VolumePerSheet = 3750;
private BoundUserInterface _userInterface;
[ViewVariables]
public Queue<LatheRecipePrototype> Queue { get; } = new Queue<LatheRecipePrototype>();
[ViewVariables]
public bool Producing { get; private set; } = false;
private LatheRecipePrototype _producingRecipe = null;
public override void Initialize()
{
base.Initialize();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(LatheUiKey.Key);
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
private void UserInterfaceOnOnReceiveMessage(BoundUserInterfaceMessage message)
{
switch (message)
{
case LatheQueueRecipeMessage msg:
_prototypeManager.TryIndex(msg.ID, out LatheRecipePrototype recipe);
if (recipe != null)
for (var i = 0; i < msg.Quantity; i++)
{
Queue.Enqueue(recipe);
_userInterface.SendMessage(new LatheFullQueueMessage(GetIDQueue()));
}
break;
case LatheSyncRequestMessage msg:
if (!Owner.TryGetComponent(out MaterialStorageComponent storage)) return;
_userInterface.SendMessage(new LatheFullQueueMessage(GetIDQueue()));
if (_producingRecipe != null)
_userInterface.SendMessage(new LatheProducingRecipeMessage(_producingRecipe.ID));
break;
}
}
internal bool Produce(LatheRecipePrototype recipe)
{
if (Producing || !CanProduce(recipe) || !Owner.TryGetComponent(out MaterialStorageComponent storage)) return false;
_userInterface.SendMessage(new LatheFullQueueMessage(GetIDQueue()));
Producing = true;
_producingRecipe = recipe;
foreach (var (material, amount) in recipe.RequiredMaterials)
{
// This should always return true, otherwise CanProduce fucked up.
storage.RemoveMaterial(material, amount);
}
_userInterface.SendMessage(new LatheProducingRecipeMessage(recipe.ID));
Timer.Spawn(recipe.CompleteTime, () =>
{
Producing = false;
_producingRecipe = null;
Owner.EntityManager.TrySpawnEntityAt(recipe.Result, Owner.Transform.GridPosition, out var entity);
_userInterface.SendMessage(new LatheStoppedProducingRecipeMessage());
});
return true;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
return;
_userInterface.Open(actor.playerSession);
return;
}
bool IAttackHand.AttackHand(AttackHandEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
return false;
_userInterface.Open(actor.playerSession);
return true;
}
bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
{
if (!Owner.TryGetComponent(out MaterialStorageComponent storage)
|| !eventArgs.AttackWith.TryGetComponent(out MaterialComponent material)) return false;
var multiplier = 1;
if (eventArgs.AttackWith.TryGetComponent(out StackComponent stack)) multiplier = stack.Count;
var totalAmount = 0;
// Check if it can insert all materials.
foreach (var mat in material.MaterialTypes.Values)
{
// TODO: Change how MaterialComponent works so this is not hard-coded.
if (!storage.CanInsertMaterial(mat.ID, VolumePerSheet * multiplier)) return false;
totalAmount += VolumePerSheet * multiplier;
}
// Check if it can take ALL of the material's volume.
if (storage.CanTakeAmount(totalAmount)) return false;
foreach (var mat in material.MaterialTypes.Values)
{
storage.InsertMaterial(mat.ID, VolumePerSheet * multiplier);
}
eventArgs.AttackWith.Delete();
return false;
}
private Queue<string> GetIDQueue()
{
var queue = new Queue<string>();
foreach (var recipePrototype in Queue)
{
queue.Enqueue(recipePrototype.ID);
}
return queue;
}
}
}