Files
OldThink/Content.Server/Stack/StackSystem.cs
ThereDrD0 164251ffa7 Cherrypicks 5 (#399)
* Give moldy food the "Trash" tag (#29380)

Make moldy food items have the "Trash" tag, so they can be collected.

* Add "Structure" tag to switches, buttons, and levers (#29378)
shit
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Revamped Meteor Swarm (#28974)

* meteor code and balanced values

* Meteor Swarms

* Update meteors.yml

* Update meteors.yml

* HOO! (fix overkill bug and buff space dust)

* undo BloodstreamComponent.cs changes

* DamageDistribution -> DamageTypes

* part 2.

* meteor fixes

* improve meteor spawning (#29057)

* Decrease meteor frequency (#29194)

* Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)

* Revert "Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)"

This reverts commit 4f934f02f17ce55cabc03b965eb1df7738d63148.

* Makes machine parts stackable, removes unused field in stack prototypes (#28434)

* Makes machine parts stacks, removes unused field in stack prototypes

* forgor

* Fix tests

* Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely

* detail

* a

* Add pressure and temperature warning text to firelocks (#28341)

* fix firelocks

* missing nukies can be filled in by ghost roles (#28316)

* Revert "missing nukies can be filled in by ghost roles (#28316)"

This reverts commit 99f13e1e45bc778a4941316fde5d89d7b91337ce.

* welding gas mask (#27108)

* welding gas mask

* eek

* Canes + Cane Blade for Syndicate Librarians (#25873)

* Cane + Cane Blade

* Add - type: ContainerContainer

* Add another - type: ContainerContainer

* Fix and add proper ContainerContainer component

* Add UserInterface component

* Remove Space

* Stat Changes

* review

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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Fix stupid NPC. (#26868)

* init commit

* Review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* fixes

---------

Co-authored-by: VeritableCalamity <34698192+Veritable-Calamity@users.noreply.github.com>
Co-authored-by: eoineoineoin <github@eoinrul.es>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
2024-06-30 10:04:27 +03:00

169 lines
6.1 KiB
C#

using Content.Shared.Popups;
using Content.Shared.Stacks;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.Stack
{
/// <summary>
/// Entity system that handles everything relating to stacks.
/// This is a good example for learning how to code in an ECS manner.
/// </summary>
[UsedImplicitly]
public sealed class StackSystem : SharedStackSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public static readonly int[] DefaultSplitAmounts = { 1, 5, 10, 20, 30, 50 };
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StackComponent, GetVerbsEvent<AlternativeVerb>>(OnStackAlternativeInteract);
}
public override void SetCount(EntityUid uid, int amount, StackComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
base.SetCount(uid, amount, component);
// Queue delete stack if count reaches zero.
if (component.Count <= 0 && !component.Lingering)
QueueDel(uid);
}
/// <summary>
/// Try to split this stack into two. Returns a non-null <see cref="Robust.Shared.GameObjects.EntityUid"/> if successful.
/// </summary>
public EntityUid? Split(EntityUid uid, int amount, EntityCoordinates spawnPosition, StackComponent? stack = null)
{
if (!Resolve(uid, ref stack))
return null;
// Try to remove the amount of things we want to split from the original stack...
if (!Use(uid, amount, stack))
return null;
// Get a prototype ID to spawn the new entity. Null is also valid, although it should rarely be picked...
var prototype = _prototypeManager.TryIndex<StackPrototype>(stack.StackTypeId, out var stackType)
? stackType.Spawn.ToString()
: Prototype(uid)?.ID;
// Set the output parameter in the event instance to the newly split stack.
var entity = Spawn(prototype, spawnPosition);
if (TryComp(entity, out StackComponent? stackComp))
{
// Set the split stack's count.
SetCount(entity, amount, stackComp);
// Don't let people dupe unlimited stacks
stackComp.Unlimited = false;
}
var ev = new StackSplitEvent(entity);
RaiseLocalEvent(uid, ref ev);
return entity;
}
/// <summary>
/// Spawns a stack of a certain stack type. See <see cref="StackPrototype"/>.
/// </summary>
public EntityUid Spawn(int amount, StackPrototype prototype, EntityCoordinates spawnPosition)
{
// Set the output result parameter to the new stack entity...
var entity = Spawn(prototype.Spawn, spawnPosition);
var stack = Comp<StackComponent>(entity);
// And finally, set the correct amount!
SetCount(entity, amount, stack);
return entity;
}
/// <summary>
/// Say you want to spawn 97 units of something that has a max stack count of 30.
/// This would spawn 3 stacks of 30 and 1 stack of 7.
/// </summary>
public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityCoordinates spawnPosition)
{
var proto = _prototypeManager.Index<EntityPrototype>(entityPrototype);
proto.TryGetComponent<StackComponent>(out var stack);
var maxCountPerStack = GetMaxCount(stack);
var spawnedEnts = new List<EntityUid>();
while (amount > 0)
{
var entity = Spawn(entityPrototype, spawnPosition);
spawnedEnts.Add(entity);
var countAmount = Math.Min(maxCountPerStack, amount);
SetCount(entity, countAmount);
amount -= countAmount;
}
return spawnedEnts;
}
private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null || stack.Count == 1)
return;
AlternativeVerb halve = new()
{
Text = Loc.GetString("comp-stack-split-halve"),
Category = VerbCategory.Split,
Act = () => UserSplit(uid, args.User, stack.Count / 2, stack),
Priority = 1
};
args.Verbs.Add(halve);
var priority = 0;
foreach (var amount in DefaultSplitAmounts)
{
if (amount >= stack.Count)
continue;
AlternativeVerb verb = new()
{
Text = amount.ToString(),
Category = VerbCategory.Split,
Act = () => UserSplit(uid, args.User, amount, stack),
// we want to sort by size, not alphabetically by the verb text.
Priority = priority
};
priority--;
args.Verbs.Add(verb);
}
}
private void UserSplit(EntityUid uid, EntityUid userUid, int amount,
StackComponent? stack = null,
TransformComponent? userTransform = null)
{
if (!Resolve(uid, ref stack))
return;
if (!Resolve(userUid, ref userTransform))
return;
if (amount <= 0)
{
Popup.PopupCursor(Loc.GetString("comp-stack-split-too-small"), userUid, PopupType.Medium);
return;
}
if (Split(uid, amount, userTransform.Coordinates, stack) is not {} split)
return;
Hands.PickupOrDrop(userUid, split);
Popup.PopupCursor(Loc.GetString("comp-stack-split"), userUid);
}
}
}