Removes the ConstructorComponents and moves the construction blueprint feature into a new ECS system. (#1114)
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@@ -1,157 +0,0 @@
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using System;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.Utility;
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using Content.Shared.Construction;
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using Content.Shared.GameObjects.Components.Construction;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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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.Utility;
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namespace Content.Server.GameObjects.Components.Construction
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{
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[RegisterComponent]
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public class ConstructorComponent : SharedConstructorComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IServerEntityManager _serverEntityManager;
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#pragma warning restore 649
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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switch (message)
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{
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case TryStartStructureConstructionMessage tryStart:
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TryStartStructureConstruction(tryStart.Location, tryStart.PrototypeName, tryStart.Angle, tryStart.Ack);
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break;
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case TryStartItemConstructionMessage tryStart:
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TryStartItemConstruction(tryStart.PrototypeName);
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break;
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}
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}
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void TryStartStructureConstruction(GridCoordinates loc, string prototypeName, Angle angle, int ack)
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{
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var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
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if (!InteractionChecks.InRangeUnobstructed(Owner, loc.ToMap(_mapManager),
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ignoredEnt: Owner, insideBlockerValid: prototype.CanBuildInImpassable))
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{
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return;
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}
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if (prototype.Stages.Count < 2)
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{
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throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages.");
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}
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var stage0 = prototype.Stages[0];
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if (!(stage0.Forward is ConstructionStepMaterial matStep))
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{
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throw new NotImplementedException();
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}
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// Try to find the stack with the material in the user's hand.
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var hands = Owner.GetComponent<HandsComponent>();
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var activeHand = hands.GetActiveHand?.Owner;
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if (activeHand == null)
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{
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return;
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}
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if (!activeHand.TryGetComponent(out StackComponent stack) || !ConstructionComponent.MaterialStackValidFor(matStep, stack))
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{
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return;
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}
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if (!stack.Use(matStep.Amount))
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{
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return;
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}
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// OK WE'RE GOOD CONSTRUCTION STARTED.
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/items/deconstruct.ogg", loc);
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if (prototype.Stages.Count == 2)
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{
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// Exactly 2 stages, so don't make an intermediate frame.
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var ent = _serverEntityManager.SpawnEntity(prototype.Result, loc);
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ent.Transform.LocalRotation = angle;
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}
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else
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{
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var frame = _serverEntityManager.SpawnEntity("structureconstructionframe", loc);
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var construction = frame.GetComponent<ConstructionComponent>();
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construction.Init(prototype);
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frame.Transform.LocalRotation = angle;
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}
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var msg = new AckStructureConstructionMessage(ack);
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SendNetworkMessage(msg);
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}
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void TryStartItemConstruction(string prototypeName)
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{
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var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
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if (prototype.Stages.Count < 2)
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{
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throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages.");
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}
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var stage0 = prototype.Stages[0];
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if (!(stage0.Forward is ConstructionStepMaterial matStep))
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{
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throw new NotImplementedException();
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}
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// Try to find the stack with the material in the user's hand.
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var hands = Owner.GetComponent<HandsComponent>();
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var activeHand = hands.GetActiveHand?.Owner;
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if (activeHand == null)
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{
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return;
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}
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if (!activeHand.TryGetComponent(out StackComponent stack) || !ConstructionComponent.MaterialStackValidFor(matStep, stack))
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{
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return;
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}
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if (!stack.Use(matStep.Amount))
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{
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return;
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}
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// OK WE'RE GOOD CONSTRUCTION STARTED.
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/items/deconstruct.ogg", Owner);
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if (prototype.Stages.Count == 2)
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{
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// Exactly 2 stages, so don't make an intermediate frame.
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var ent = _serverEntityManager.SpawnEntity(prototype.Result, Owner.Transform.GridPosition);
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hands.PutInHandOrDrop(ent.GetComponent<ItemComponent>());
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}
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else
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{
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//TODO: Make these viable as an item and try putting them in the players hands
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var frame = _serverEntityManager.SpawnEntity("structureconstructionframe", Owner.Transform.GridPosition);
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var construction = frame.GetComponent<ConstructionComponent>();
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construction.Init(prototype);
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}
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}
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}
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}
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