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@@ -6,18 +6,16 @@ using Content.Server.Research.Components;
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using Content.Shared.Interaction;
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using Content.Server.Materials;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Research;
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using Content.Server.Stack;
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using Content.Server.UserInterface;
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using Content.Shared.Research.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Player;
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using Robust.Shared.Audio;
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using JetBrains.Annotations;
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using System.Linq;
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using Robust.Server.Player;
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namespace Content.Server.Lathe
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{
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@@ -26,59 +24,40 @@ namespace Content.Server.Lathe
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSys = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSys = default!;
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[Dependency] private readonly ResearchSystem _researchSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LatheComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<LatheComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<LatheComponent, LatheQueueRecipeMessage>(OnLatheQueueRecipeMessage);
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SubscribeLocalEvent<LatheComponent, LatheSyncRequestMessage>(OnLatheSyncRequestMessage);
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SubscribeLocalEvent<LatheComponent, LatheServerSelectionMessage>(OnLatheServerSelectionMessage);
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SubscribeLocalEvent<TechnologyDatabaseComponent, LatheServerSyncMessage>(OnLatheServerSyncMessage);
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}
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// These queues are to add/remove COMPONENTS to the lathes
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private Queue<EntityUid> ProducingAddQueue = new();
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private Queue<EntityUid> ProducingRemoveQueue = new();
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private Queue<EntityUid> InsertingAddQueue = new();
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private Queue<EntityUid> InsertingRemoveQueue = new();
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public override void Update(float frameTime)
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{
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foreach (var uid in ProducingAddQueue)
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EnsureComp<LatheProducingComponent>(uid);
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ProducingAddQueue.Clear();
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foreach (var uid in ProducingRemoveQueue)
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RemComp<LatheProducingComponent>(uid);
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ProducingRemoveQueue.Clear();
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foreach (var uid in InsertingAddQueue)
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EnsureComp<LatheInsertingComponent>(uid);
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InsertingAddQueue.Clear();
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foreach (var uid in InsertingRemoveQueue)
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RemComp<LatheInsertingComponent>(uid);
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InsertingRemoveQueue.Clear();
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foreach (var (insertingComp, lathe) in EntityQuery<LatheInsertingComponent, LatheComponent>(false))
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foreach (var comp in EntityQuery<LatheInsertingComponent>())
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{
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if (lathe.InsertionAccumulator < lathe.InsertionTime)
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{
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lathe.InsertionAccumulator += frameTime;
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comp.TimeRemaining -= frameTime;
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if (comp.TimeRemaining > 0)
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continue;
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}
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lathe.InsertionAccumulator = 0;
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UpdateInsertingAppearance(lathe.Owner, false);
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InsertingRemoveQueue.Enqueue(lathe.Owner);
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UpdateInsertingAppearance(comp.Owner, false);
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RemCompDeferred(comp.Owner, comp);
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}
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foreach (var (producingComp, lathe) in EntityQuery<LatheProducingComponent, LatheComponent>(false))
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foreach (var comp in EntityQuery<LatheProducingComponent>())
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{
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if (lathe.ProducingRecipe == null)
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continue;
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if (lathe.ProducingAccumulator < lathe.ProducingRecipe.CompleteTime.TotalSeconds)
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{
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lathe.ProducingAccumulator += frameTime;
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continue;
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}
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lathe.ProducingAccumulator = 0;
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comp.TimeRemaining -= frameTime;
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FinishProducing(lathe.ProducingRecipe, lathe, true);
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if (comp.TimeRemaining <= 0)
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FinishProducing(comp.Owner, comp);
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}
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}
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@@ -88,12 +67,6 @@ namespace Content.Server.Lathe
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/// </summary>
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private void OnComponentInit(EntityUid uid, LatheComponent component, ComponentInit args)
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{
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component.UserInterface = uid.GetUIOrNull(LatheUiKey.Key);
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if (component.UserInterface != null)
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{
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component.UserInterface.OnReceiveMessage += msg => UserInterfaceOnOnReceiveMessage(uid, component, msg);
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}
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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{
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appearance.SetData(LatheVisuals.IsInserting, false);
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@@ -111,9 +84,13 @@ namespace Content.Server.Lathe
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return;
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foreach (var recipe in recipes)
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{
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foreach (var mat in recipe.RequiredMaterials)
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{
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if (!component.MaterialWhiteList.Contains(mat.Key))
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component.MaterialWhiteList.Add(mat.Key);
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}
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}
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}
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/// <summary>
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@@ -124,13 +101,14 @@ namespace Content.Server.Lathe
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{
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if (args.Handled)
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return;
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args.Handled = true;
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if (!TryComp<MaterialStorageComponent>(uid, out var storage)
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|| !TryComp<MaterialComponent>(args.Used, out var material)
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|| component.LatheWhitelist?.IsValid(args.Used) == false)
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return;
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args.Handled = true;
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var matUsed = false;
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foreach (var mat in material.Materials)
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if (component.MaterialWhiteList.Contains(mat.ID))
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@@ -160,6 +138,7 @@ namespace Content.Server.Lathe
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// Check if it can take ALL of the material's volume.
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if (storage.StorageLimit > 0 && !storage.CanTakeAmount(totalAmount))
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return;
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var lastMat = string.Empty;
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foreach (var (mat, vol) in material._materials)
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{
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@@ -169,17 +148,18 @@ namespace Content.Server.Lathe
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// Play a sound when inserting, if any
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if (component.InsertingSound != null)
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{
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SoundSystem.Play(component.InsertingSound.GetSound(), Filter.Pvs(component.Owner, entityManager: EntityManager), component.Owner);
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}
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_audioSys.PlayPvs(component.InsertingSound, uid);
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// We need the prototype to get the color
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_prototypeManager.TryIndex(lastMat, out MaterialPrototype? matProto);
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EntityManager.QueueDeleteEntity(args.Used);
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InsertingAddQueue.Enqueue(uid);
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EnsureComp<LatheInsertingComponent>(uid).TimeRemaining = component.InsertionTime;
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_popupSystem.PopupEntity(Loc.GetString("machine-insert-item", ("machine", uid),
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("item", args.Used)), uid, Filter.Entities(args.User));
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if (matProto != null)
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{
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UpdateInsertingAppearance(uid, true, matProto.Color);
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@@ -191,30 +171,34 @@ namespace Content.Server.Lathe
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/// This handles the checks to start producing an item, and
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/// starts up the sound and visuals
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/// </summary>
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private void Produce(LatheComponent component, LatheRecipePrototype recipe, bool SkipCheck = false)
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private bool TryStartProducing(EntityUid uid, LatheProducingComponent? prodComp = null, LatheComponent? component = null)
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{
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if (!component.CanProduce(recipe)
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|| !TryComp(component.Owner, out MaterialStorageComponent? storage))
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if (!Resolve(uid, ref component) || component.Queue.Count == 0)
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return false;
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if (!this.IsPowered(uid, EntityManager))
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return false;
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var recipeId = component.Queue[0];
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if (!_prototypeManager.TryIndex<LatheRecipePrototype>(recipeId, out var recipe))
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{
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FinishProducing(recipe, component, false);
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return;
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// recipie does not exist. Remove and try produce the next item.
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component.Queue.RemoveAt(0);
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return TryStartProducing(uid, prodComp, component);
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}
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if (!component.CanProduce(recipe) || !TryComp(uid, out MaterialStorageComponent? storage))
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return false;
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if (!SkipCheck && HasComp<LatheProducingComponent>(component.Owner))
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{
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FinishProducing(recipe, component, false);
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return;
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}
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prodComp ??= EnsureComp<LatheProducingComponent>(uid);
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if (!this.IsPowered(component.Owner, EntityManager))
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{
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FinishProducing(recipe, component, false);
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return;
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}
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if (prodComp.Recipe != null)
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return false;
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component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component)));
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component.ProducingRecipe = recipe;
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component.Queue.RemoveAt(0);
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prodComp.Recipe = recipeId;
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prodComp.TimeRemaining = (float)recipe.CompleteTime.TotalSeconds;
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foreach (var (material, amount) in recipe.RequiredMaterials)
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{
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@@ -222,33 +206,42 @@ namespace Content.Server.Lathe
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storage.RemoveMaterial(material, amount);
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}
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component.UserInterface?.SendMessage(new LatheProducingRecipeMessage(recipe.ID));
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// Again, this should really just be a bui state instead of two separate messages.
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_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheProducingRecipeMessage(recipe.ID));
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_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue));
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if (component.ProducingSound != null)
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{
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SoundSystem.Play(component.ProducingSound.GetSound(), Filter.Pvs(component.Owner), component.Owner);
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}
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UpdateRunningAppearance(component.Owner, true);
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ProducingAddQueue.Enqueue(component.Owner);
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_audioSys.PlayPvs(component.ProducingSound, component.Owner);
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UpdateRunningAppearance(uid, true);
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return true;
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}
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/// <summary>
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/// If we were able to produce the recipe,
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/// spawn it and cleanup. If we weren't, just do cleanup.
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/// </summary>
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private void FinishProducing(LatheRecipePrototype recipe, LatheComponent component, bool productionSucceeded = true)
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private void FinishProducing(EntityUid uid, LatheProducingComponent prodComp)
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{
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component.ProducingRecipe = null;
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if (productionSucceeded)
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EntityManager.SpawnEntity(recipe.Result, Comp<TransformComponent>(component.Owner).Coordinates);
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component.UserInterface?.SendMessage(new LatheStoppedProducingRecipeMessage());
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// Continue to next in queue if there are items left
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if (component.Queue.Count > 0)
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if (prodComp.Recipe == null || !_prototypeManager.TryIndex<LatheRecipePrototype>(prodComp.Recipe, out var recipe))
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{
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Produce(component, component.Queue.Dequeue(), true);
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RemCompDeferred(prodComp.Owner, prodComp);
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UpdateRunningAppearance(uid, false);
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return;
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}
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ProducingRemoveQueue.Enqueue(component.Owner);
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UpdateRunningAppearance(component.Owner, false);
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Spawn(recipe.Result, Transform(uid).Coordinates);
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prodComp.Recipe = null;
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// TODO this should probably just be a BUI state, not a special message.
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_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheStoppedProducingRecipeMessage());
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// Continue to next in queue if there are items left
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if (TryStartProducing(uid, prodComp))
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return;
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RemComp(prodComp.Owner, prodComp);
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UpdateRunningAppearance(uid, false);
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}
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/// <summary>
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@@ -277,64 +270,49 @@ namespace Content.Server.Lathe
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appearance.SetData(LatheVisuals.InsertingColor, color);
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}
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/// <summary>
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/// Handles all the button presses in the lathe UI
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/// </summary>
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private void UserInterfaceOnOnReceiveMessage(EntityUid uid, LatheComponent component, ServerBoundUserInterfaceMessage message)
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#region UI Messages
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private void OnLatheQueueRecipeMessage(EntityUid uid, LatheComponent component, LatheQueueRecipeMessage args)
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{
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if (!this.IsPowered(uid, EntityManager))
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return;
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switch (message.Message)
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if (_prototypeManager.TryIndex(args.ID, out LatheRecipePrototype? recipe))
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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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component.Queue.Enqueue(recipe);
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component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component)));
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}
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if (!HasComp<LatheProducingComponent>(component.Owner) && component.Queue.Count > 0)
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Produce(component, component.Queue.Dequeue());
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for (var i = 0; i < args.Quantity; i++)
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{
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component.Queue.Add(recipe.ID);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case LatheSyncRequestMessage _:
|
|
|
|
|
if (!HasComp<MaterialStorageComponent>(uid)) return;
|
|
|
|
|
component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component)));
|
|
|
|
|
if (component.ProducingRecipe != null)
|
|
|
|
|
component.UserInterface?.SendMessage(new LatheProducingRecipeMessage(component.ProducingRecipe.ID));
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case LatheServerSelectionMessage _:
|
|
|
|
|
if (!TryComp(uid, out ResearchClientComponent? researchClient)) return;
|
|
|
|
|
IoCManager.Resolve<IEntitySystemManager>()
|
|
|
|
|
.GetEntitySystem<UserInterfaceSystem>()
|
|
|
|
|
.TryOpen(uid, ResearchClientUiKey.Key, message.Session);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case LatheServerSyncMessage _:
|
|
|
|
|
if (!TryComp(uid, out TechnologyDatabaseComponent? database)
|
|
|
|
|
|| !TryComp(uid, out ProtolatheDatabaseComponent? protoDatabase)) return;
|
|
|
|
|
|
|
|
|
|
if (IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ResearchSystem>().SyncWithServer(database))
|
|
|
|
|
protoDatabase.Sync();
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
// Again: TODO this should be handled by BUI states
|
|
|
|
|
_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TryStartProducing(component.Owner, null, component);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets all the prototypes in the lathe's construction queue
|
|
|
|
|
/// </summary>
|
|
|
|
|
private Queue<string> GetIdQueue(LatheComponent lathe)
|
|
|
|
|
private void OnLatheSyncRequestMessage(EntityUid uid, LatheComponent component, LatheSyncRequestMessage args)
|
|
|
|
|
{
|
|
|
|
|
var queue = new Queue<string>();
|
|
|
|
|
foreach (var recipePrototype in lathe.Queue)
|
|
|
|
|
{
|
|
|
|
|
queue.Enqueue(recipePrototype.ID);
|
|
|
|
|
}
|
|
|
|
|
return queue;
|
|
|
|
|
if (!HasComp<MaterialStorageComponent>(uid)) return;
|
|
|
|
|
|
|
|
|
|
// Again: TODO BUI states. Why TF was this was this ever two separate messages!?!?
|
|
|
|
|
_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue));
|
|
|
|
|
if (TryComp(uid, out LatheProducingComponent? prodComp) && prodComp.Recipe != null)
|
|
|
|
|
_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheProducingRecipeMessage(prodComp.Recipe));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnLatheServerSelectionMessage(EntityUid uid, LatheComponent component, LatheServerSelectionMessage args)
|
|
|
|
|
{
|
|
|
|
|
// TODO W.. b.. why?
|
|
|
|
|
// the client can just open the ui itself. why tf is it asking the server to open it for it.
|
|
|
|
|
_uiSys.TryOpen(uid, ResearchClientUiKey.Key, (IPlayerSession) args.Session);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnLatheServerSyncMessage(EntityUid uid, TechnologyDatabaseComponent component, LatheServerSyncMessage args)
|
|
|
|
|
{
|
|
|
|
|
_researchSys.SyncWithServer(component);
|
|
|
|
|
|
|
|
|
|
if (TryComp(uid, out ProtolatheDatabaseComponent? protoDatabase))
|
|
|
|
|
protoDatabase.Sync();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|