2021-02-11 01:13:03 -08:00
|
|
|
#nullable enable
|
2020-07-02 14:50:57 -07:00
|
|
|
using System.Collections.Generic;
|
2020-10-08 17:41:23 +02:00
|
|
|
using System.IO;
|
|
|
|
|
using System.Linq;
|
2020-08-18 14:39:08 +02:00
|
|
|
using System.Threading.Tasks;
|
2020-06-15 12:30:11 -07:00
|
|
|
using Content.Server.GameObjects.Components.Construction;
|
2020-07-25 15:11:16 +02:00
|
|
|
using Content.Server.GameObjects.Components.GUI;
|
2020-08-13 14:40:27 +02:00
|
|
|
using Content.Server.GameObjects.Components.Items.Storage;
|
2018-08-02 08:29:55 +02:00
|
|
|
using Content.Server.GameObjects.Components.Stack;
|
2020-10-08 17:41:23 +02:00
|
|
|
using Content.Server.GameObjects.EntitySystems.DoAfter;
|
2018-08-02 08:29:55 +02:00
|
|
|
using Content.Shared.Construction;
|
2020-08-13 14:40:27 +02:00
|
|
|
using Content.Shared.GameObjects.EntitySystems;
|
2020-12-20 04:26:21 +01:00
|
|
|
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
2020-10-08 17:41:23 +02:00
|
|
|
using Content.Shared.Interfaces;
|
2020-08-30 11:37:06 +02:00
|
|
|
using Content.Shared.Utility;
|
2020-06-15 12:30:11 -07:00
|
|
|
using JetBrains.Annotations;
|
2021-02-11 01:13:03 -08:00
|
|
|
using Robust.Server.GameObjects;
|
2019-04-15 21:11:38 -06:00
|
|
|
using Robust.Shared.GameObjects;
|
|
|
|
|
using Robust.Shared.IoC;
|
2020-10-08 17:41:23 +02:00
|
|
|
using Robust.Shared.Localization;
|
2020-11-06 10:56:14 +01:00
|
|
|
using Robust.Shared.Log;
|
2019-04-15 21:11:38 -06:00
|
|
|
using Robust.Shared.Maths;
|
2020-10-08 17:41:23 +02:00
|
|
|
using Robust.Shared.Players;
|
2019-04-15 21:11:38 -06:00
|
|
|
using Robust.Shared.Prototypes;
|
2021-02-11 01:13:03 -08:00
|
|
|
using Robust.Shared.Random;
|
2020-10-08 17:41:23 +02:00
|
|
|
using Robust.Shared.Timers;
|
|
|
|
|
|
2018-08-02 08:29:55 +02:00
|
|
|
|
2020-06-15 12:30:11 -07:00
|
|
|
namespace Content.Server.GameObjects.EntitySystems
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-06-15 12:30:11 -07:00
|
|
|
/// <summary>
|
|
|
|
|
/// The server-side implementation of the construction system, which is used for constructing entities in game.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[UsedImplicitly]
|
2020-08-13 14:40:27 +02:00
|
|
|
internal class ConstructionSystem : SharedConstructionSystem
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-08-24 14:10:28 +02:00
|
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
2020-10-08 17:41:23 +02:00
|
|
|
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
2019-04-20 16:20:18 -07:00
|
|
|
|
2020-11-27 11:00:49 +01:00
|
|
|
private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
|
Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
|
|
|
|
2020-06-15 12:30:11 -07:00
|
|
|
public override void Initialize()
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-06-15 12:30:11 -07:00
|
|
|
base.Initialize();
|
2020-04-20 10:36:02 +01:00
|
|
|
|
2020-06-15 12:30:11 -07:00
|
|
|
SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
|
|
|
|
|
SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
|
|
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
private IEnumerable<IEntity> EnumerateNearby(IEntity user)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
if (user.TryGetComponent(out HandsComponent? hands))
|
|
|
|
|
{
|
|
|
|
|
foreach (var itemComponent in hands?.GetAllHeldItems()!)
|
|
|
|
|
{
|
|
|
|
|
if (itemComponent.Owner.TryGetComponent(out ServerStorageComponent? storage))
|
|
|
|
|
{
|
|
|
|
|
foreach (var storedEntity in storage.StoredEntities!)
|
|
|
|
|
{
|
|
|
|
|
yield return storedEntity;
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
yield return itemComponent.Owner;
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (user!.TryGetComponent(out InventoryComponent? inventory))
|
|
|
|
|
{
|
|
|
|
|
foreach (var held in inventory.GetAllHeldItems())
|
|
|
|
|
{
|
|
|
|
|
if (held.TryGetComponent(out ServerStorageComponent? storage))
|
|
|
|
|
{
|
|
|
|
|
foreach (var storedEntity in storage.StoredEntities!)
|
|
|
|
|
{
|
|
|
|
|
yield return storedEntity;
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-07-10 16:52:07 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
yield return held;
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-11-18 15:45:53 +01:00
|
|
|
foreach (var near in EntityManager.GetEntitiesInRange(user!, 2f, true))
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
yield return near;
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
private async Task<IEntity?> Construct(IEntity user, string materialContainer, ConstructionGraphPrototype graph, ConstructionGraphEdge edge, ConstructionGraphNode targetNode)
|
|
|
|
|
{
|
|
|
|
|
// We need a place to hold our construction items!
|
|
|
|
|
var container = ContainerManagerComponent.Ensure<Container>(materialContainer, user, out var existed);
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (existed)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
user.PopupMessageCursor(Loc.GetString("You can't start another construction now!"));
|
|
|
|
|
return null;
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var containers = new Dictionary<string, Container>();
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var doAfterTime = 0f;
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
// HOLY SHIT THIS IS SOME HACKY CODE.
|
|
|
|
|
// But I'd rather do this shit than risk having collisions with other containers.
|
|
|
|
|
Container GetContainer(string name)
|
|
|
|
|
{
|
|
|
|
|
if (containers!.ContainsKey(name))
|
|
|
|
|
return containers[name];
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
while (true)
|
|
|
|
|
{
|
|
|
|
|
var random = _robustRandom.Next();
|
|
|
|
|
var c = ContainerManagerComponent.Ensure<Container>(random.ToString(), user!, out var existed);
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (existed) continue;
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
containers[name] = c;
|
|
|
|
|
return c;
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
void FailCleanup()
|
|
|
|
|
{
|
|
|
|
|
foreach (var entity in container!.ContainedEntities.ToArray())
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
container.Remove(entity);
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
2020-10-08 17:41:23 +02:00
|
|
|
|
|
|
|
|
foreach (var cont in containers!.Values)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
foreach (var entity in cont.ContainedEntities.ToArray())
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
cont.Remove(entity);
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
}
|
2020-07-10 16:52:07 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
// If we don't do this, items are invisible for some fucking reason. Nice.
|
|
|
|
|
Timer.Spawn(1, ShutdownContainers);
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
void ShutdownContainers()
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
container!.Shutdown();
|
|
|
|
|
foreach (var c in containers!.Values.ToArray())
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
c.Shutdown();
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var failed = false;
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var steps = new List<ConstructionGraphStep>();
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
foreach (var step in edge.Steps)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
doAfterTime += step.DoAfter;
|
|
|
|
|
|
|
|
|
|
var handled = false;
|
|
|
|
|
|
|
|
|
|
switch (step)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
case MaterialConstructionGraphStep materialStep:
|
|
|
|
|
foreach (var entity in EnumerateNearby(user))
|
|
|
|
|
{
|
|
|
|
|
if (!materialStep.EntityValid(entity, out var sharedStack))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
var stack = (StackComponent) sharedStack;
|
|
|
|
|
|
|
|
|
|
if (!stack.Split(materialStep.Amount, user.ToCoordinates(), out var newStack))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (string.IsNullOrEmpty(materialStep.Store))
|
|
|
|
|
{
|
|
|
|
|
if (!container.Insert(newStack))
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
else if (!GetContainer(materialStep.Store).Insert(newStack))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
handled = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case ComponentConstructionGraphStep componentStep:
|
|
|
|
|
foreach (var entity in EnumerateNearby(user))
|
|
|
|
|
{
|
|
|
|
|
if (!componentStep.EntityValid(entity))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (string.IsNullOrEmpty(componentStep.Store))
|
|
|
|
|
{
|
|
|
|
|
if (!container.Insert(entity))
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
else if (!GetContainer(componentStep.Store).Insert(entity))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
handled = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case PrototypeConstructionGraphStep prototypeStep:
|
|
|
|
|
foreach (var entity in EnumerateNearby(user))
|
|
|
|
|
{
|
|
|
|
|
if (!prototypeStep.EntityValid(entity))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (string.IsNullOrEmpty(prototypeStep.Store))
|
|
|
|
|
{
|
|
|
|
|
if (!container.Insert(entity))
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
else if (!GetContainer(prototypeStep.Store).Insert(entity))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
handled = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (handled == false)
|
|
|
|
|
{
|
|
|
|
|
failed = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
2018-08-02 08:29:55 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
steps.Add(step);
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (failed)
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
user.PopupMessageCursor(Loc.GetString("You don't have the materials to build that!"));
|
|
|
|
|
FailCleanup();
|
|
|
|
|
return null;
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var doAfterSystem = Get<DoAfterSystem>();
|
2018-08-02 08:29:55 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var doAfterArgs = new DoAfterEventArgs(user, doAfterTime)
|
2020-07-17 03:40:38 -05:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
BreakOnDamage = true,
|
|
|
|
|
BreakOnStun = true,
|
|
|
|
|
BreakOnTargetMove = false,
|
|
|
|
|
BreakOnUserMove = true,
|
|
|
|
|
NeedHand = true,
|
2020-07-17 03:40:38 -05:00
|
|
|
};
|
2018-08-02 08:29:55 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (await doAfterSystem.DoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
FailCleanup();
|
|
|
|
|
return null;
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
|
|
|
|
|
2020-11-18 15:45:53 +01:00
|
|
|
var newEntity = EntityManager.SpawnEntity(graph.Nodes[edge.Target].Entity, user.Transform.Coordinates);
|
2020-10-08 17:41:23 +02:00
|
|
|
|
|
|
|
|
// Yes, this should throw if it's missing the component.
|
|
|
|
|
var construction = newEntity.GetComponent<ConstructionComponent>();
|
|
|
|
|
|
|
|
|
|
// We attempt to set the pathfinding target.
|
|
|
|
|
construction.Target = targetNode;
|
|
|
|
|
|
|
|
|
|
// We preserve the containers...
|
|
|
|
|
foreach (var (name, cont) in containers)
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
var newCont = ContainerManagerComponent.Ensure<Container>(name, newEntity);
|
|
|
|
|
|
|
|
|
|
foreach (var entity in cont.ContainedEntities.ToArray())
|
|
|
|
|
{
|
|
|
|
|
cont.ForceRemove(entity);
|
|
|
|
|
newCont.Insert(entity);
|
|
|
|
|
}
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
// We now get rid of all them.
|
|
|
|
|
ShutdownContainers();
|
|
|
|
|
|
|
|
|
|
// We have step completed steps!
|
|
|
|
|
foreach (var step in steps)
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
foreach (var completed in step.Completed)
|
|
|
|
|
{
|
|
|
|
|
await completed.PerformAction(newEntity, user);
|
|
|
|
|
}
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
2020-10-08 17:41:23 +02:00
|
|
|
|
|
|
|
|
// And we also have edge completed effects!
|
|
|
|
|
foreach (var completed in edge.Completed)
|
2018-08-02 08:29:55 +02:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
await completed.PerformAction(newEntity, user);
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
return newEntity;
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
2020-06-06 10:40:53 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
|
2020-06-06 10:40:53 +02:00
|
|
|
{
|
2020-11-06 10:56:14 +01:00
|
|
|
if (!_prototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype constructionPrototype))
|
|
|
|
|
{
|
|
|
|
|
Logger.Error($"Tried to start construction of invalid recipe '{ev.PrototypeName}'!");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!_prototypeManager.TryIndex(constructionPrototype.Graph, out ConstructionGraphPrototype constructionGraph))
|
|
|
|
|
{
|
|
|
|
|
Logger.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
|
|
|
|
|
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
|
|
|
|
|
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
|
2020-09-24 13:13:10 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var user = args.SenderSession.AttachedEntity;
|
2020-06-06 10:40:53 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (user == null || !ActionBlockerSystem.CanInteract(user)) return;
|
|
|
|
|
|
|
|
|
|
if (!user.TryGetComponent(out HandsComponent? hands)) return;
|
2020-06-06 10:40:53 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
foreach (var condition in constructionPrototype.Conditions)
|
2020-06-06 10:40:53 +02:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
if (!condition.Condition(user, user.ToCoordinates(), Direction.South))
|
|
|
|
|
return;
|
2020-06-06 10:40:53 +02:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if(pathFind == null)
|
|
|
|
|
throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
|
2020-09-24 13:13:10 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var edge = startNode.GetEdge(pathFind[0].Name);
|
2020-06-06 10:40:53 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if(edge == null)
|
|
|
|
|
throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
|
2020-06-06 10:40:53 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
// No support for conditions here!
|
2020-06-06 10:40:53 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
foreach (var step in edge.Steps)
|
2020-06-06 10:40:53 +02:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
switch (step)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
case ToolConstructionGraphStep _:
|
|
|
|
|
case NestedConstructionGraphStep _:
|
|
|
|
|
throw new InvalidDataException("Invalid first step for construction recipe!");
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
}
|
2020-10-08 17:41:23 +02:00
|
|
|
|
|
|
|
|
var item = await Construct(user, "item_construction", constructionGraph, edge, targetNode);
|
|
|
|
|
|
|
|
|
|
if(item != null && item.TryGetComponent(out ItemComponent? itemComp))
|
|
|
|
|
hands.PutInHandOrDrop(itemComp);
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
private async void HandleStartStructureConstruction(TryStartStructureConstructionMessage ev, EntitySessionEventArgs args)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-11-06 10:56:14 +01:00
|
|
|
if (!_prototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype constructionPrototype))
|
|
|
|
|
{
|
|
|
|
|
Logger.Error($"Tried to start construction of invalid recipe '{ev.PrototypeName}'!");
|
|
|
|
|
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!_prototypeManager.TryIndex(constructionPrototype.Graph, out ConstructionGraphPrototype constructionGraph))
|
|
|
|
|
{
|
|
|
|
|
Logger.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
|
|
|
|
|
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
|
|
|
|
|
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
|
|
|
|
|
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
|
2020-06-06 10:40:53 +02:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var user = args.SenderSession.AttachedEntity;
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (_beingBuilt.TryGetValue(args.SenderSession, out var set))
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
if (!set.Add(ev.Ack))
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
user.PopupMessageCursor(Loc.GetString("You are already building that!"));
|
|
|
|
|
return;
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
}
|
2020-10-08 17:41:23 +02:00
|
|
|
else
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
var newSet = new HashSet<int> {ev.Ack};
|
|
|
|
|
_beingBuilt[args.SenderSession] = newSet;
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
foreach (var condition in constructionPrototype.Conditions)
|
|
|
|
|
{
|
|
|
|
|
if (!condition.Condition(user, ev.Location, ev.Angle.GetCardinalDir()))
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
Cleanup();
|
|
|
|
|
return;
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
void Cleanup()
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
_beingBuilt[args.SenderSession].Remove(ev.Ack);
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (user == null
|
|
|
|
|
|| !ActionBlockerSystem.CanInteract(user)
|
|
|
|
|
|| !user.TryGetComponent(out HandsComponent? hands) || hands.GetActiveHand == null
|
|
|
|
|
|| !user.InRangeUnobstructed(ev.Location, ignoreInsideBlocker:constructionPrototype.CanBuildInImpassable))
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
Cleanup();
|
|
|
|
|
return;
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
2020-07-06 14:27:03 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if(pathFind == null)
|
|
|
|
|
throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
var edge = startNode.GetEdge(pathFind[0].Name);
|
|
|
|
|
|
|
|
|
|
if(edge == null)
|
|
|
|
|
throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
|
|
|
|
|
|
|
|
|
|
var valid = false;
|
|
|
|
|
var holding = hands.GetActiveHand?.Owner;
|
|
|
|
|
|
|
|
|
|
if (holding == null)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
Cleanup();
|
|
|
|
|
return;
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
// No support for conditions here!
|
|
|
|
|
|
|
|
|
|
foreach (var step in edge.Steps)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
switch (step)
|
|
|
|
|
{
|
|
|
|
|
case EntityInsertConstructionGraphStep entityInsert:
|
|
|
|
|
if (entityInsert.EntityValid(holding))
|
|
|
|
|
valid = true;
|
|
|
|
|
break;
|
|
|
|
|
case ToolConstructionGraphStep _:
|
|
|
|
|
case NestedConstructionGraphStep _:
|
|
|
|
|
throw new InvalidDataException("Invalid first step for item recipe!");
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (valid)
|
|
|
|
|
break;
|
|
|
|
|
}
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
if (!valid)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
Cleanup();
|
|
|
|
|
return;
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
2020-10-08 17:41:23 +02:00
|
|
|
|
|
|
|
|
var structure = await Construct(user, (ev.Ack + constructionPrototype.GetHashCode()).ToString(), constructionGraph, edge, targetNode);
|
|
|
|
|
|
|
|
|
|
if (structure == null)
|
2020-07-02 14:50:57 -07:00
|
|
|
{
|
2020-10-08 17:41:23 +02:00
|
|
|
Cleanup();
|
|
|
|
|
return;
|
2020-07-02 14:50:57 -07:00
|
|
|
}
|
|
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
structure.Transform.Coordinates = ev.Location;
|
2020-10-12 14:22:31 +02:00
|
|
|
structure.Transform.LocalRotation = constructionPrototype.CanRotate ? ev.Angle : Angle.South;
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
|
2020-07-02 14:50:57 -07:00
|
|
|
|
2020-10-08 17:41:23 +02:00
|
|
|
Cleanup();
|
2020-06-06 10:40:53 +02:00
|
|
|
}
|
2018-08-02 08:29:55 +02:00
|
|
|
}
|
|
|
|
|
}
|