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456 lines
23 KiB
C#
456 lines
23 KiB
C#
using Content.Server.Construction.Components;
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using Content.Server.Containers;
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using Content.Shared.Construction;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Construction.Steps;
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using Content.Shared.Containers;
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using Content.Shared.Database;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Server.Construction
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{
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public sealed partial class ConstructionSystem
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{
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private void InitializeGraphs()
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{
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}
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/// <summary>
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/// Sets a container on an entity as being handled by Construction. This essentially means that it will
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/// be transferred if the entity prototype changes. <seealso cref="ChangeEntity"/>
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="container">The container identifier. This method does not check whether the container exists.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>Whether we could set the container as being handled by construction or not. Also returns false if
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/// the entity does not have a <see cref="ConstructionComponent"/>.</returns>
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public bool AddContainer(EntityUid uid, string container, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return false;
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return construction.Containers.Add(container);
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}
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/// <summary>
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/// Gets the current construction graph of an entity, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The current construction graph of an entity or null if invalid. Also returns null if the entity
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/// does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state will always have a valid graph.</remarks>
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public ConstructionGraphPrototype? GetCurrentGraph(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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// If the set graph prototype does not exist, also return null. This could be due to admemes changing values
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// in ViewVariables, so even though the construction state is invalid, just return null.
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return PrototypeManager.TryIndex(construction.Graph, out ConstructionGraphPrototype? graph) ? graph : null;
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}
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/// <summary>
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/// Gets the construction graph node the entity is currently at, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The current construction graph node the entity is currently at, or null if invalid. Also returns
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/// null if the entity does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state will always be at a valid node.</remarks>
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public ConstructionGraphNode? GetCurrentNode(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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if (construction.Node is not { } nodeIdentifier)
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return null;
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return GetCurrentGraph(uid, construction) is not { } graph ? null : GetNodeFromGraph(graph, nodeIdentifier);
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}
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/// <summary>
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/// Gets the construction graph edge the entity is currently at, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph edge the entity is currently at, if any. Also returns null if the entity
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/// does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state might not always be at an edge.</remarks>
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public ConstructionGraphEdge? GetCurrentEdge(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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if (construction.EdgeIndex is not { } edgeIndex)
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return null;
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return GetCurrentNode(uid, construction) is not { } node ? null : GetEdgeFromNode(node, edgeIndex);
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}
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/// <summary>
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/// Variant of <see cref="GetCurrentEdge"/> that returns both the node and edge.
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/// </summary>
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public (ConstructionGraphNode?, ConstructionGraphEdge?) GetCurrentNodeAndEdge(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return (null, null);
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if (GetCurrentNode(uid, construction) is not { } node)
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return (null, null);
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if (construction.EdgeIndex is not { } edgeIndex)
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return (node, null);
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return (node, GetEdgeFromNode(node, edgeIndex));
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}
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/// <summary>
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/// Gets the construction graph step the entity is currently at, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph step the entity is currently at, if any. Also returns null if the entity
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/// does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state might not always be at a step or an edge.</remarks>
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public ConstructionGraphStep? GetCurrentStep(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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if (GetCurrentEdge(uid, construction) is not { } edge)
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return null;
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return GetStepFromEdge(edge, construction.StepIndex);
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}
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/// <summary>
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/// Gets the construction graph node the entity's construction pathfinding is currently targeting, if any.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph node the entity's construction pathfinding is currently targeting, or null
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/// if it's not currently targeting any node. Also returns null if the entity does not have a
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/// <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>Target nodes are entirely optional and only used for pathfinding purposes.</remarks>
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public ConstructionGraphNode? GetTargetNode(EntityUid uid, ConstructionComponent? construction)
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{
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if (!Resolve(uid, ref construction))
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return null;
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if (construction.TargetNode is not { } targetNodeId)
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return null;
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if (GetCurrentGraph(uid, construction) is not { } graph)
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return null;
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return GetNodeFromGraph(graph, targetNodeId);
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}
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/// <summary>
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/// Gets the construction graph edge the entity's construction pathfinding is currently targeting, if any.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph edge the entity's construction pathfinding is currently targeting, or null
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/// if it's not currently targeting any edge. Also returns null if the entity does not have a
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/// <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>Target edges are entirely optional and only used for pathfinding purposes. The targeted edge will
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/// be an edge on the current construction node the entity is at.</remarks>
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public ConstructionGraphEdge? GetTargetEdge(EntityUid uid, ConstructionComponent? construction)
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{
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if (!Resolve(uid, ref construction))
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return null;
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if (construction.TargetEdgeIndex is not { } targetEdgeIndex)
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return null;
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if (GetCurrentNode(uid, construction) is not { } node)
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return null;
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return GetEdgeFromNode(node, targetEdgeIndex);
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}
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/// <summary>
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/// Gets both the construction edge and step the entity is currently at, if any.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>A tuple containing the current edge and step the entity's construction state is at.</returns>
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/// <remarks>The edge, step or both could be null. A valid construction state does not necessarily need them.</remarks>
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public (ConstructionGraphEdge? edge, ConstructionGraphStep? step) GetCurrentEdgeAndStep(EntityUid uid,
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ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return default;
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var edge = GetCurrentEdge(uid, construction);
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if (edge == null)
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return default;
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var step = GetStepFromEdge(edge, construction.StepIndex);
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return (edge, step);
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}
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/// <summary>
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/// Gets a node from a construction graph given its identifier.
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/// </summary>
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/// <param name="graph">The construction graph where to get the node.</param>
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/// <param name="id">The identifier that corresponds to the node.</param>
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/// <returns>The node that corresponds to the identifier, or null if it doesn't exist.</returns>
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public ConstructionGraphNode? GetNodeFromGraph(ConstructionGraphPrototype graph, string id)
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{
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return graph.Nodes.TryGetValue(id, out var node) ? node : null;
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}
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/// <summary>
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/// Gets an edge from a construction node given its index.
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/// </summary>
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/// <param name="node">The construction node where to get the edge.</param>
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/// <param name="index">The index or position of the edge on the node.</param>
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/// <returns>The edge on that index in the construction node, or null if none.</returns>
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public ConstructionGraphEdge? GetEdgeFromNode(ConstructionGraphNode node, int index)
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{
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return node.Edges.Count > index ? node.Edges[index] : null;
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}
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/// <summary>
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/// Gets a step from a construction edge given its index.
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/// </summary>
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/// <param name="edge">The construction edge where to get the step.</param>
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/// <param name="index">The index or position of the step on the edge.</param>
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/// <returns>The edge on that index in the construction edge, or null if none.</returns>
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public ConstructionGraphStep? GetStepFromEdge(ConstructionGraphEdge edge, int index)
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{
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return edge.Steps.Count > index ? edge.Steps[index] : null;
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}
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/// <summary>
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/// Performs a node change on a construction entity, optionally performing the actions for the new node.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="userUid">An optional user entity, for actions.</param>
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/// <param name="id">The identifier of the node to change to.</param>
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/// <param name="performActions">Whether the actions for the new node will be performed or not.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>Whether the node change succeeded or not. Also returns false if the entity does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>This method also updates the construction pathfinding automatically, if the node change succeeds.</remarks>
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public bool ChangeNode(EntityUid uid, EntityUid? userUid, string id, bool performActions = true, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return false;
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if (GetCurrentGraph(uid, construction) is not { } graph
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|| GetNodeFromGraph(graph, id) is not { } node)
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return false;
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var oldNode = construction.Node;
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construction.Node = id;
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if (userUid != null)
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_adminLogger.Add(LogType.Construction, LogImpact.Low,
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$"{ToPrettyString(userUid.Value):player} changed {ToPrettyString(uid):entity}'s node from \"{oldNode}\" to \"{id}\"");
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// ChangeEntity will handle the pathfinding update.
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if (node.Entity.GetId(uid, userUid, new(EntityManager)) is { } newEntity
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&& ChangeEntity(uid, userUid, newEntity, construction) != null)
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return true;
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if (performActions)
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PerformActions(uid, userUid, node.Actions);
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// An action might have deleted the entity... Account for this.
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if (!Exists(uid))
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return false;
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UpdatePathfinding(uid, construction);
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return true;
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}
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/// <summary>
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/// Performs an entity prototype change on a construction entity.
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/// The old entity will be removed, and a new one will be spawned in its place. Some values will be kept,
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/// and any containers handled by construction will be transferred to the new entity as well.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="userUid">An optional user entity, for actions.</param>
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/// <param name="newEntity">The entity prototype identifier for the new entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <param name="metaData">The metadata component of the target entity. Will be resolved if null.</param>
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/// <param name="transform">The transform component of the target entity. Will be resolved if null.</param>
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/// <param name="containerManager">The container manager component of the target entity. Will be resolved if null,
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/// but it is an optional component and not required for the method to work.</param>
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/// <returns>The new entity, or null if the method did not succeed.</returns>
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private EntityUid? ChangeEntity(EntityUid uid, EntityUid? userUid, string newEntity,
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ConstructionComponent? construction = null,
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MetaDataComponent? metaData = null,
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TransformComponent? transform = null,
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ContainerManagerComponent? containerManager = null)
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{
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if (!Resolve(uid, ref construction, ref metaData, ref transform))
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{
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// Failed resolve logs an error, but we want to actually log information about the failed construction
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// graph. So lets let the UpdateInteractions() try-catch log that info for us.
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throw new Exception("Missing construction components");
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}
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// Exit if the new entity's prototype is the same as the original, or the prototype is invalid
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if (newEntity == metaData.EntityPrototype?.ID || !PrototypeManager.HasIndex<EntityPrototype>(newEntity))
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return null;
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// [Optional] Exit if the new entity's prototype is a parent of the original
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// E.g., if an entity with the 'AirlockCommand' prototype was to be replaced with a new entity that
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// had the 'Airlock' prototype, and DoNotReplaceInheritingEntities was true, the code block would
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// exit here because 'AirlockCommand' is derived from 'Airlock'
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if (GetCurrentNode(uid, construction)?.DoNotReplaceInheritingEntities == true &&
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metaData.EntityPrototype?.ID != null)
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{
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var parents = PrototypeManager.EnumerateParents<EntityPrototype>(metaData.EntityPrototype.ID)?.ToList();
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if (parents != null && parents.Any(x => x.ID == newEntity))
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return null;
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}
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// Optional resolves.
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Resolve(uid, ref containerManager, false);
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// We create the new entity.
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var newUid = EntityManager.CreateEntityUninitialized(newEntity, transform.Coordinates);
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// Construction transferring.
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var newConstruction = EntityManager.EnsureComponent<ConstructionComponent>(newUid);
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// Transfer all construction-owned containers.
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newConstruction.Containers.UnionWith(construction.Containers);
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// Prevent MapInitEvent spawned entities from spawning into the containers.
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// Containers created by ChangeNode() actions do not exist until after this function is complete,
|
|
// but this should be fine, as long as the target entity properly declared its managed containers.
|
|
if (TryComp(newUid, out ContainerFillComponent? containerFill) && containerFill.IgnoreConstructionSpawn)
|
|
{
|
|
foreach (var id in newConstruction.Containers)
|
|
{
|
|
containerFill.Containers.Remove(id);
|
|
}
|
|
}
|
|
|
|
// If the new entity has the *same* construction graph, stay on the same node.
|
|
// If not, we effectively restart the construction graph, so the new entity can be completed.
|
|
if (construction.Graph == newConstruction.Graph)
|
|
{
|
|
ChangeNode(newUid, userUid, construction.Node, false, newConstruction);
|
|
|
|
// Retain the target node if an entity change happens in response to deconstruction;
|
|
// in that case, we must continue to move towards the start node.
|
|
if (construction.TargetNode is { } targetNode)
|
|
SetPathfindingTarget(newUid, targetNode, newConstruction);
|
|
}
|
|
|
|
// Transfer all pending interaction events too.
|
|
while (construction.InteractionQueue.TryDequeue(out var ev))
|
|
{
|
|
newConstruction.InteractionQueue.Enqueue(ev);
|
|
}
|
|
|
|
if (newConstruction.InteractionQueue.Count > 0 && _queuedUpdates.Add(newUid))
|
|
_constructionUpdateQueue.Enqueue(newUid);
|
|
|
|
// Transform transferring.
|
|
var newTransform = Transform(newUid);
|
|
TransformSystem.AttachToGridOrMap(newUid, newTransform); // in case in hands or a container
|
|
newTransform.LocalRotation = transform.LocalRotation;
|
|
newTransform.Anchored = transform.Anchored;
|
|
|
|
// Container transferring.
|
|
if (containerManager != null)
|
|
{
|
|
// Ensure the new entity has a container manager. Also for resolve goodness.
|
|
var newContainerManager = EntityManager.EnsureComponent<ContainerManagerComponent>(newUid);
|
|
|
|
// Transfer all construction-owned containers from the old entity to the new one.
|
|
foreach (var container in construction.Containers)
|
|
{
|
|
if (!_container.TryGetContainer(uid, container, out var ourContainer, containerManager))
|
|
continue;
|
|
|
|
if (!_container.TryGetContainer(newUid, container, out var otherContainer, newContainerManager))
|
|
{
|
|
// NOTE: Only Container is supported by Construction!
|
|
// todo: one day, the ensured container should be the same type as ourContainer
|
|
otherContainer = _container.EnsureContainer<Container>(newUid, container, newContainerManager);
|
|
}
|
|
|
|
for (var i = ourContainer.ContainedEntities.Count - 1; i >= 0; i--)
|
|
{
|
|
var entity = ourContainer.ContainedEntities[i];
|
|
_container.Remove(entity, ourContainer, reparent: false, force: true);
|
|
_container.Insert(entity, otherContainer);
|
|
}
|
|
}
|
|
}
|
|
|
|
var entChangeEv = new ConstructionChangeEntityEvent(newUid, uid);
|
|
RaiseLocalEvent(uid, entChangeEv);
|
|
RaiseLocalEvent(newUid, entChangeEv, broadcast: true);
|
|
|
|
foreach (var logic in GetCurrentNode(newUid, newConstruction)!.TransformLogic)
|
|
{
|
|
logic.Transform(uid, newUid, userUid, new(EntityManager));
|
|
}
|
|
|
|
EntityManager.InitializeAndStartEntity(newUid);
|
|
|
|
QueueDel(uid);
|
|
|
|
return newUid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a construction graph change on a construction entity, also changing the node to a valid one on
|
|
/// the new graph.
|
|
/// </summary>
|
|
/// <param name="uid">The target entity.</param>
|
|
/// <param name="userUid">An optional user entity, for actions.</param>
|
|
/// <param name="graphId">The identifier for the construction graph to switch to.</param>
|
|
/// <param name="nodeId">The identifier for a node on the new construction graph to switch to.</param>
|
|
/// <param name="performActions">Whether actions on the new node will be performed or not.</param>
|
|
/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
|
|
/// <returns>Whether the construction graph change succeeded or not. Returns false if the entity does not have
|
|
/// a <see cref="ConstructionComponent"/>.</returns>
|
|
public bool ChangeGraph(EntityUid uid, EntityUid? userUid, string graphId, string nodeId, bool performActions = true, ConstructionComponent? construction = null)
|
|
{
|
|
if (!Resolve(uid, ref construction))
|
|
return false;
|
|
|
|
if (!PrototypeManager.TryIndex<ConstructionGraphPrototype>(graphId, out var graph))
|
|
return false;
|
|
|
|
if (GetNodeFromGraph(graph, nodeId) is not { })
|
|
return false;
|
|
|
|
construction.Graph = graphId;
|
|
return ChangeNode(uid, userUid, nodeId, performActions, construction);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This event gets raised when an entity changes prototype / uid during construction. The event is raised
|
|
/// directed both at the old and new entity.
|
|
/// </summary>
|
|
public sealed class ConstructionChangeEntityEvent : EntityEventArgs
|
|
{
|
|
public readonly EntityUid New;
|
|
public readonly EntityUid Old;
|
|
|
|
public ConstructionChangeEntityEvent(EntityUid newUid, EntityUid oldUid)
|
|
{
|
|
New = newUid;
|
|
Old = oldUid;
|
|
}
|
|
}
|
|
}
|