Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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@@ -0,0 +1,40 @@
using Content.Shared.Construction.Prototypes;
using Content.Shared.Examine;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Client.Construction
{
[RegisterComponent]
public class ConstructionGhostComponent : Component, IExamine
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override string Name => "ConstructionGhost";
[ViewVariables] public ConstructionPrototype? Prototype { get; set; }
[ViewVariables] public int GhostId { get; set; }
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if (Prototype == null) return;
message.AddMarkup(Loc.GetString("Building: [color=cyan]{0}[/color]\n", Prototype.Name));
if (!_prototypeManager.TryIndex(Prototype.Graph, out ConstructionGraphPrototype? graph)) return;
var startNode = graph.Nodes[Prototype.StartNode];
if (!graph.TryPath(Prototype.StartNode, Prototype.TargetNode, out var path) ||
!startNode.TryGetEdge(path[0].Name, out var edge))
{
return;
}
edge.Steps[0].DoExamine(message, inDetailsRange);
}
}
}

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@@ -1,7 +1,7 @@
using System.Collections.Generic;
using Content.Client.GameObjects.Components.Construction;
using Content.Client.GameObjects.EntitySystems;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Robust.Client.Graphics;
using Robust.Client.Placement;
using Robust.Client.Utility;

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@@ -0,0 +1,214 @@
using System;
using System.Collections.Generic;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Input;
using Content.Shared.Interaction.Helpers;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
#nullable enable
namespace Content.Client.Construction
{
/// <summary>
/// The client-side implementation of the construction system, which is used for constructing entities in game.
/// </summary>
[UsedImplicitly]
public class ConstructionSystem : SharedConstructionSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
private readonly Dictionary<int, ConstructionGhostComponent> _ghosts = new();
private int _nextId;
private bool CraftingEnabled { get; set; }
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
SubscribeNetworkEvent<AckStructureConstructionMessage>(HandleAckStructure);
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenCraftingMenu,
new PointerInputCmdHandler(HandleOpenCraftingMenu))
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse))
.Register<ConstructionSystem>();
}
/// <inheritdoc />
public override void Shutdown()
{
base.Shutdown();
UnsubscribeLocalEvent<PlayerAttachSysMessage>();
UnsubscribeNetworkEvent<AckStructureConstructionMessage>();
CommandBinds.Unregister<ConstructionSystem>();
}
public event EventHandler<CraftingAvailabilityChangedArgs>? CraftingAvailabilityChanged;
public event EventHandler? ToggleCraftingWindow;
private void HandleAckStructure(AckStructureConstructionMessage msg)
{
ClearGhost(msg.GhostId);
}
private void HandlePlayerAttached(PlayerAttachSysMessage msg)
{
var available = IsCrafingAvailable(msg.AttachedEntity);
UpdateCraftingAvailability(available);
}
private bool HandleOpenCraftingMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.State == BoundKeyState.Down)
ToggleCraftingWindow?.Invoke(this, EventArgs.Empty);
return true;
}
private void UpdateCraftingAvailability(bool available)
{
if (CraftingEnabled == available)
return;
CraftingAvailabilityChanged?.Invoke(this, new CraftingAvailabilityChangedArgs(available));
CraftingEnabled = available;
}
private static bool IsCrafingAvailable(IEntity? entity)
{
if (entity == null)
return false;
// TODO: Decide if entity can craft, using capabilities or something
return true;
}
private bool HandleUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (!args.EntityUid.IsValid() || !args.EntityUid.IsClientSide())
return false;
var entity = EntityManager.GetEntity(args.EntityUid);
if (!entity.TryGetComponent<ConstructionGhostComponent>(out var ghostComp))
return false;
TryStartConstruction(ghostComp.GhostId);
return true;
}
/// <summary>
/// Creates a construction ghost at the given location.
/// </summary>
public void SpawnGhost(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir)
{
var user = _playerManager.LocalPlayer?.ControlledEntity;
// This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
if (user == null || GhostPresent(loc) || !user.InRangeUnobstructed(loc, 20f, ignoreInsideBlocker: prototype.CanBuildInImpassable)) return;
foreach (var condition in prototype.Conditions)
{
if (!condition.Condition(user, loc, dir))
return;
}
var ghost = EntityManager.SpawnEntity("constructionghost", loc);
var comp = ghost.GetComponent<ConstructionGhostComponent>();
comp.Prototype = prototype;
comp.GhostId = _nextId++;
ghost.Transform.LocalRotation = dir.ToAngle();
_ghosts.Add(comp.GhostId, comp);
var sprite = ghost.GetComponent<SpriteComponent>();
sprite.Color = new Color(48, 255, 48, 128);
sprite.AddBlankLayer(0); // There is no way to actually check if this already exists, so we blindly insert a new one
sprite.LayerSetSprite(0, prototype.Icon);
sprite.LayerSetShader(0, "unshaded");
sprite.LayerSetVisible(0, true);
}
/// <summary>
/// Checks if any construction ghosts are present at the given position
/// </summary>
private bool GhostPresent(EntityCoordinates loc)
{
foreach (var ghost in _ghosts)
{
if (ghost.Value.Owner.Transform.Coordinates.Equals(loc)) return true;
}
return false;
}
private void TryStartConstruction(int ghostId)
{
var ghost = _ghosts[ghostId];
if (ghost.Prototype == null)
{
throw new ArgumentException($"Can't start construction for a ghost with no prototype. Ghost id: {ghostId}");
}
var transform = ghost.Owner.Transform;
var msg = new TryStartStructureConstructionMessage(transform.Coordinates, ghost.Prototype.ID, transform.LocalRotation, ghostId);
RaiseNetworkEvent(msg);
}
/// <summary>
/// Starts constructing an item underneath the attached entity.
/// </summary>
public void TryStartItemConstruction(string prototypeName)
{
RaiseNetworkEvent(new TryStartItemConstructionMessage(prototypeName));
}
/// <summary>
/// Removes a construction ghost entity with the given ID.
/// </summary>
public void ClearGhost(int ghostId)
{
if (_ghosts.TryGetValue(ghostId, out var ghost))
{
ghost.Owner.QueueDelete();
_ghosts.Remove(ghostId);
}
}
/// <summary>
/// Removes all construction ghosts.
/// </summary>
public void ClearAllGhosts()
{
foreach (var (_, ghost) in _ghosts)
{
ghost.Owner.QueueDelete();
}
_ghosts.Clear();
}
}
public class CraftingAvailabilityChangedArgs : EventArgs
{
public bool Available { get; }
public CraftingAvailabilityChangedArgs(bool available)
{
Available = available;
}
}
}

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using Content.Shared.Construction;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.Construction
{
[UsedImplicitly]
public class MachineFrameVisualizer : AppearanceVisualizer
{
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.TryGetData<int>(MachineFrameVisuals.State, out var data))
{
var sprite = component.Owner.GetComponent<ISpriteComponent>();
sprite.LayerSetState(0, $"box_{data}");
}
}
}
}

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@@ -9,7 +9,7 @@ using Robust.Shared.Localization;
#nullable enable
namespace Content.Client.Construction
namespace Content.Client.Construction.UI
{
/// <summary>
/// This is the interface for a UI View of the construction window. The point of it is to abstract away the actual

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@@ -2,11 +2,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.EntitySystems;
using Content.Client.UserInterface;
using Content.Client.Utility;
using Content.Shared.Construction;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Client.HUD;
using Content.Client.Resources;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Construction.Steps;
using Content.Shared.Tool;
using Robust.Client.Graphics;
using Robust.Client.Placement;
using Robust.Client.ResourceManagement;
@@ -18,7 +18,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
namespace Content.Client.Construction
namespace Content.Client.Construction.UI
{
/// <summary>
/// This class presents the Construction/Crafting UI to the client, linking the <see cref="ConstructionSystem" /> with the