Data-oriented Construction System (#2152)

- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos

Co-authored-by: Exp <theexp111@gmail.com>
This commit is contained in:
Víctor Aguilera Puerto
2020-10-08 17:41:23 +02:00
committed by GitHub
parent a6647e8de1
commit 745401a41e
261 changed files with 3886 additions and 11986 deletions

View File

@@ -1,7 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Interactable;
using System.Collections.Generic;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
@@ -12,164 +9,69 @@ namespace Content.Shared.Construction
[Prototype("construction")]
public class ConstructionPrototype : IPrototype, IIndexedPrototype
{
private string _name;
private string _description;
private SpriteSpecifier _icon;
private List<string> _keywords;
private List<string> _categorySegments;
private List<ConstructionStage> _stages = new List<ConstructionStage>();
private ConstructionType _type;
private string _id;
private string _result;
private string _placementMode;
private bool _canBuildInImpassable;
private List<IConstructionCondition> _conditions;
/// <summary>
/// Friendly name displayed in the construction GUI.
/// </summary>
public string Name => _name;
public string Name { get; private set; }
/// <summary>
/// "Useful" description displayed in the construction GUI.
/// </summary>
public string Description => _description;
public string Description { get; private set; }
/// <summary>
/// The <see cref="ConstructionGraphPrototype"/> this construction will be using.
/// </summary>
public string Graph { get; private set; }
/// <summary>
/// The target <see cref="ConstructionGraphNode"/> this construction will guide the user to.
/// </summary>
public string TargetNode { get; private set; }
/// <summary>
/// The starting <see cref="ConstructionGraphNode"/> this construction will start at.
/// </summary>
public string StartNode { get; private set; }
/// <summary>
/// Texture path inside the construction GUI.
/// </summary>
public SpriteSpecifier Icon => _icon;
public SpriteSpecifier Icon { get; private set; }
/// <summary>
/// If you can start building or complete steps on impassable terrain.
/// </summary>
public bool CanBuildInImpassable => _canBuildInImpassable;
public bool CanBuildInImpassable { get; private set; }
/// <summary>
/// A list of keywords that are used for searching.
/// </summary>
public IReadOnlyList<string> Keywords => _keywords;
public string Category { get; private set; }
/// <summary>
/// The split up segments of the category.
/// </summary>
public IReadOnlyList<string> CategorySegments => _categorySegments;
public ConstructionType Type { get; private set; }
/// <summary>
/// The list of stages of construction.
/// Construction is separated into "stages" which is basically a state in a linear FSM.
/// The stage has forward and optionally backwards "steps" which are the criteria to move around in the FSM.
/// NOTE that the stages are mapped differently than they appear in the prototype.
/// In the prototype, the forward step is displayed as "to move into this stage" and reverse "to move out of"
/// Stage 0 is considered "construction not started" and last stage is considered "construction is finished".
/// As such, neither last or 0 stage have actual stage DATA, only backward/forward steps respectively.
/// This would be akward for a YAML prototype because it's always jagged.
/// </summary>
public IReadOnlyList<ConstructionStage> Stages => _stages;
public string ID { get; private set; }
public ConstructionType Type => _type;
public string PlacementMode { get; private set; }
public string ID => _id;
/// <summary>
/// The prototype name of the entity prototype when construction is done.
/// </summary>
public string Result => _result;
public string PlacementMode => _placementMode;
public IReadOnlyList<IConstructionCondition> Conditions => _conditions;
public void LoadFrom(YamlMappingNode mapping)
{
var ser = YamlObjectSerializer.NewReader(mapping);
_name = ser.ReadDataField<string>("name");
Name = ser.ReadDataField<string>("name");
ser.DataField(ref _id, "id", string.Empty);
ser.DataField(ref _description, "description", string.Empty);
ser.DataField(ref _icon, "icon", SpriteSpecifier.Invalid);
ser.DataField(ref _type, "objectType", ConstructionType.Structure);
ser.DataField(ref _result, "result", null);
ser.DataField(ref _placementMode, "placementMode", "PlaceFree");
ser.DataField(ref _canBuildInImpassable, "canBuildInImpassable", false);
_keywords = ser.ReadDataField<List<string>>("keywords", new List<string>());
{
var cat = ser.ReadDataField<string>("category");
var split = cat.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
_categorySegments = split.ToList();
}
{
SpriteSpecifier nextIcon = null;
ConstructionStep nextBackward = null;
foreach (var stepMap in mapping.GetNode<YamlSequenceNode>("steps").Cast<YamlMappingNode>())
{
var step = ReadStepPrototype(stepMap);
_stages.Add(new ConstructionStage(step, nextIcon, nextBackward));
if (stepMap.TryGetNode("icon", out var node))
{
nextIcon = SpriteSpecifier.FromYaml(node);
}
if (stepMap.TryGetNode("reverse", out YamlMappingNode revMap))
{
nextBackward = ReadStepPrototype(revMap);
}
}
_stages.Add(new ConstructionStage(null, nextIcon, nextBackward));
}
}
ConstructionStep ReadStepPrototype(YamlMappingNode step)
{
int amount = 1;
if (step.TryGetNode("amount", out var node))
{
amount = node.AsInt();
}
if (step.TryGetNode("material", out node))
{
return new ConstructionStepMaterial(
node.AsEnum<ConstructionStepMaterial.MaterialType>(),
amount
);
}
if (step.TryGetNode("tool", out node))
{
return new ConstructionStepTool(
node.AsEnum<ToolQuality>(),
amount
);
}
throw new InvalidOperationException("Not enough data specified to determine step.");
}
}
public sealed class ConstructionStage
{
/// <summary>
/// The icon of the construction frame at this stage.
/// </summary>
public readonly SpriteSpecifier Icon;
/// <summary>
/// The step that should be completed to move away from this stage to the next one.
/// </summary>
public readonly ConstructionStep Forward;
/// <summary>
/// The optional step that can be completed to move away from this stage to the previous one.
/// </summary>
public readonly ConstructionStep Backward;
public ConstructionStage(ConstructionStep forward, SpriteSpecifier icon = null, ConstructionStep backward = null)
{
Icon = icon;
Forward = forward;
Backward = backward;
ser.DataField(this, x => x.ID, "id", string.Empty);
ser.DataField(this, x => x.Graph, "graph", string.Empty);
ser.DataField(this, x => x.TargetNode, "targetNode", string.Empty);
ser.DataField(this, x => x.StartNode, "startNode", string.Empty);
ser.DataField(this, x => x.Description, "description", string.Empty);
ser.DataField(this, x => x.Icon, "icon", SpriteSpecifier.Invalid);
ser.DataField(this, x => x.Type, "objectType", ConstructionType.Structure);
ser.DataField(this, x => x.PlacementMode, "placementMode", "PlaceFree");
ser.DataField(this, x => x.CanBuildInImpassable, "canBuildInImpassable", false);
ser.DataField(this, x => x.Category, "category", string.Empty);
ser.DataField(ref _conditions, "conditions", new List<IConstructionCondition>());
}
}
@@ -178,47 +80,5 @@ namespace Content.Shared.Construction
Structure,
Item,
}
public abstract class ConstructionStep
{
public readonly int Amount;
public readonly float DoAfterDelay;
protected ConstructionStep(int amount, float doAfterDelay = 0f)
{
Amount = amount;
DoAfterDelay = doAfterDelay;
}
}
public class ConstructionStepTool : ConstructionStep
{
public readonly ToolQuality ToolQuality;
public ConstructionStepTool(ToolQuality toolQuality, int amount) : base(amount)
{
ToolQuality = toolQuality;
}
}
public class ConstructionStepMaterial : ConstructionStep
{
public readonly MaterialType Material;
public ConstructionStepMaterial(MaterialType material, int amount) : base(amount)
{
Material = material;
}
public enum MaterialType
{
Metal,
Glass,
Cable,
Gold,
Phoron,
}
}
}