# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
560 lines
21 KiB
C#
560 lines
21 KiB
C#
using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Construction.Components;
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using Content.Shared._Sunrise.UnbuildableGrid;
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using Content.Shared.ActionBlocker;
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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.Coordinates;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Storage;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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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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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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// --- WARNING! LEGACY CODE AHEAD! ---
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// This entire file contains the legacy code for initial construction.
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// This is bound to be replaced by a better alternative (probably using dummy entities)
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// but for now I've isolated them in their own little file. This code is largely unchanged.
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// --- YOU HAVE BEEN WARNED! AAAH! ---
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private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
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private void InitializeInitial()
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{
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SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
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SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
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}
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// LEGACY CODE. See warning at the top of the file!
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private IEnumerable<EntityUid> EnumerateNearby(EntityUid user)
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{
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foreach (var item in _handsSystem.EnumerateHeld(user))
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{
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if (TryComp(item, out StorageComponent? storage))
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{
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foreach (var storedEntity in storage.Container.ContainedEntities!)
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{
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yield return storedEntity;
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}
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}
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yield return item;
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}
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if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
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{
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while (containerSlotEnumerator.MoveNext(out var containerSlot))
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{
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if(!containerSlot.ContainedEntity.HasValue)
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continue;
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if (TryComp(containerSlot.ContainedEntity.Value, out StorageComponent? storage))
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{
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foreach (var storedEntity in storage.Container.ContainedEntities)
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{
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yield return storedEntity;
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}
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}
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yield return containerSlot.ContainedEntity.Value;
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}
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}
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var pos = _transformSystem.GetMapCoordinates(user);
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foreach (var near in _lookupSystem.GetEntitiesInRange(pos, 2f, LookupFlags.Contained | LookupFlags.Dynamic | LookupFlags.Sundries | LookupFlags.Approximate))
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{
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if (near == user)
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continue;
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if (_interactionSystem.InRangeUnobstructed(pos, near, 2f) && _container.IsInSameOrParentContainer(user, near))
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yield return near;
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}
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}
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// LEGACY CODE. See warning at the top of the file!
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private async Task<EntityUid?> Construct(
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EntityUid user,
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string materialContainer,
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ConstructionGraphPrototype graph,
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ConstructionGraphEdge edge,
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ConstructionGraphNode targetNode,
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EntityCoordinates coords,
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Angle angle = default)
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{
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// We need a place to hold our construction items!
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var container = _container.EnsureContainer<Container>(user, materialContainer, out var existed);
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if (existed)
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{
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_popup.PopupEntity(Loc.GetString("construction-system-construct-cannot-start-another-construction"), user, user);
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return null;
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}
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var containers = new Dictionary<string, Container>();
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var doAfterTime = 0f;
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// HOLY SHIT THIS IS SOME HACKY CODE.
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// But I'd rather do this shit than risk having collisions with other containers.
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Container GetContainer(string name)
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{
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if (containers.TryGetValue(name, out var container1))
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return container1;
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while (true)
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{
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var random = _robustRandom.Next();
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var c = _container.EnsureContainer<Container>(user, random.ToString(), out var exists);
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if (exists)
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continue;
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containers[name] = c;
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return c;
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}
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}
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void FailCleanup()
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{
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foreach (var entity in container.ContainedEntities.ToArray())
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{
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_container.Remove(entity, container);
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}
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foreach (var cont in containers.Values)
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{
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foreach (var entity in cont.ContainedEntities.ToArray())
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{
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_container.Remove(entity, cont);
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}
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}
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// If we don't do this, items are invisible for some fucking reason. Nice.
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Timer.Spawn(1, ShutdownContainers);
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}
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void ShutdownContainers()
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{
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_container.ShutdownContainer(container);
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foreach (var c in containers.Values.ToArray())
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{
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_container.ShutdownContainer(c);
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}
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}
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var failed = false;
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var steps = new List<ConstructionGraphStep>();
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var used = new HashSet<EntityUid>();
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foreach (var step in edge.Steps)
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{
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doAfterTime += step.DoAfter;
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var handled = false;
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switch (step)
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{
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case MaterialConstructionGraphStep materialStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!materialStep.EntityValid(entity, out var stack))
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continue;
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if (used.Contains(entity))
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continue;
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// TODO allow taking from several stacks.
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// Also update crafting steps to check if it works.
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var splitStack = _stackSystem.Split((entity, stack), materialStep.Amount, user.ToCoordinates(0, 0));
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if (splitStack == null)
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continue;
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if (string.IsNullOrEmpty(materialStep.Store))
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{
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if (!_container.Insert(splitStack.Value, container))
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continue;
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}
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else if (!_container.Insert(splitStack.Value, GetContainer(materialStep.Store)))
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continue;
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handled = true;
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break;
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}
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break;
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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foreach (var entity in new HashSet<EntityUid>(EnumerateNearby(user)))
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{
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if (!arbitraryStep.EntityValid(entity, EntityManager, Factory))
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continue;
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if (used.Contains(entity))
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continue;
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// Dump out any stored entities in used entity
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if (TryComp<StorageComponent>(entity, out var storage))
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{
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_container.EmptyContainer(storage.Container);
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}
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if (string.IsNullOrEmpty(arbitraryStep.Store))
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{
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if (!_container.Insert(entity, container))
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continue;
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}
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else if (!_container.Insert(entity, GetContainer(arbitraryStep.Store)))
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continue;
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handled = true;
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used.Add(entity);
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break;
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}
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break;
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}
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if (handled == false)
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{
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failed = true;
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break;
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}
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steps.Add(step);
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}
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if (failed)
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{
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_popup.PopupEntity(Loc.GetString("construction-system-construct-no-materials"), user, user);
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FailCleanup();
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return null;
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}
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var doAfterArgs = new DoAfterArgs(EntityManager, user, doAfterTime, new AwaitedDoAfterEvent(), null)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = false,
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// allow simultaneously starting several construction jobs using the same stack of materials.
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CancelDuplicate = false,
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BlockDuplicate = false,
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};
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if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
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{
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FailCleanup();
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return null;
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}
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var newEntityProto = graph.Nodes[edge.Target].Entity.GetId(null, user, new(EntityManager));
|
|
var newEntity = SpawnAttachedTo(newEntityProto, coords, rotation: angle);
|
|
|
|
if (!TryComp(newEntity, out ConstructionComponent? construction))
|
|
{
|
|
Log.Error($"Initial construction does not have a valid target entity! It is missing a ConstructionComponent.\nGraph: {graph.ID}, Initial Target: {edge.Target}, Ent. Prototype: {newEntityProto}\nCreated Entity {ToPrettyString(newEntity)} will be deleted.");
|
|
Del(newEntity); // Screw you, make proper construction graphs.
|
|
return null;
|
|
}
|
|
|
|
// We attempt to set the pathfinding target.
|
|
SetPathfindingTarget(newEntity, targetNode.Name, construction);
|
|
|
|
// We preserve the containers...
|
|
foreach (var (name, cont) in containers)
|
|
{
|
|
var newCont = _container.EnsureContainer<Container>(newEntity, name);
|
|
|
|
foreach (var entity in cont.ContainedEntities.ToArray())
|
|
{
|
|
_container.Remove(entity, cont, reparent: false, force: true);
|
|
_container.Insert(entity, newCont);
|
|
}
|
|
}
|
|
|
|
// We now get rid of all them.
|
|
ShutdownContainers();
|
|
|
|
// We have step completed steps!
|
|
foreach (var step in steps)
|
|
{
|
|
foreach (var completed in step.Completed)
|
|
{
|
|
completed.PerformAction(newEntity, user, EntityManager);
|
|
}
|
|
}
|
|
|
|
// And we also have edge completed effects!
|
|
foreach (var completed in edge.Completed)
|
|
{
|
|
completed.PerformAction(newEntity, user, EntityManager);
|
|
}
|
|
|
|
return newEntity;
|
|
}
|
|
|
|
private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is {Valid: true} user)
|
|
await TryStartItemConstruction(ev.PrototypeName, user);
|
|
}
|
|
|
|
// LEGACY CODE. See warning at the top of the file!
|
|
public async Task<bool> TryStartItemConstruction(string prototype, EntityUid user)
|
|
{
|
|
if (!PrototypeManager.TryIndex(prototype, out ConstructionPrototype? constructionPrototype))
|
|
{
|
|
Log.Error($"Tried to start construction of invalid recipe '{prototype}'!");
|
|
return false;
|
|
}
|
|
|
|
if (!PrototypeManager.TryIndex(constructionPrototype.Graph,
|
|
out ConstructionGraphPrototype? constructionGraph))
|
|
{
|
|
Log.Error(
|
|
$"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{prototype}'!");
|
|
return false;
|
|
}
|
|
|
|
if (_whitelistSystem.IsWhitelistFail(constructionPrototype.EntityWhitelist, user))
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
|
|
return false;
|
|
}
|
|
|
|
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
|
|
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
|
|
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
|
|
|
|
if (!_actionBlocker.CanInteract(user, null))
|
|
return false;
|
|
|
|
if (!HasComp<HandsComponent>(user))
|
|
return false;
|
|
|
|
foreach (var condition in constructionPrototype.Conditions)
|
|
{
|
|
if (!condition.Condition(user, user.ToCoordinates(0, 0), Direction.South))
|
|
return false;
|
|
}
|
|
|
|
if (pathFind == null)
|
|
{
|
|
throw new InvalidDataException(
|
|
$"Can't find path from starting node to target node in construction! Recipe: {prototype}");
|
|
}
|
|
|
|
var edge = startNode.GetEdge(pathFind[0].Name);
|
|
|
|
if (edge == null)
|
|
{
|
|
throw new InvalidDataException(
|
|
$"Can't find edge from starting node to the next node in pathfinding! Recipe: {prototype}");
|
|
}
|
|
|
|
// No support for conditions here!
|
|
|
|
foreach (var step in edge.Steps)
|
|
{
|
|
switch (step)
|
|
{
|
|
case ToolConstructionGraphStep _:
|
|
throw new InvalidDataException("Invalid first step for construction recipe!");
|
|
}
|
|
}
|
|
|
|
if (await Construct(
|
|
user,
|
|
"item_construction",
|
|
constructionGraph,
|
|
edge,
|
|
targetNode,
|
|
Transform(user).Coordinates) is not { Valid: true } item)
|
|
return false;
|
|
|
|
// Sunrise-Start
|
|
var ev = new ItemConstructionCreated(item);
|
|
RaiseLocalEvent(user, ref ev);
|
|
// Sunrise-End
|
|
|
|
// Just in case this is a stack, attempt to merge it. If it isn't a stack, this will just normally pick up
|
|
// or drop the item as normal.
|
|
_stackSystem.TryMergeToHands(item, user);
|
|
return true;
|
|
}
|
|
|
|
// LEGACY CODE. See warning at the top of the file!
|
|
private async void HandleStartStructureConstruction(TryStartStructureConstructionMessage ev, EntitySessionEventArgs args)
|
|
{
|
|
if (!PrototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype? constructionPrototype))
|
|
{
|
|
Log.Error($"Tried to start construction of invalid recipe '{ev.PrototypeName}'!");
|
|
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
|
|
return;
|
|
}
|
|
|
|
if (!PrototypeManager.TryIndex(constructionPrototype.Graph, out ConstructionGraphPrototype? constructionGraph))
|
|
{
|
|
Log.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
|
|
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
|
|
return;
|
|
}
|
|
|
|
if (args.SenderSession.AttachedEntity is not {Valid: true} user)
|
|
{
|
|
Log.Error($"Client sent {nameof(TryStartStructureConstructionMessage)} with no attached entity!");
|
|
return;
|
|
}
|
|
|
|
if (_whitelistSystem.IsWhitelistFail(constructionPrototype.EntityWhitelist, user))
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
|
|
return;
|
|
}
|
|
|
|
if (_container.IsEntityInContainer(user))
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("construction-system-inside-container"), user, user);
|
|
return;
|
|
}
|
|
|
|
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
|
|
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
|
|
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
|
|
|
|
|
|
if (_beingBuilt.TryGetValue(args.SenderSession, out var set))
|
|
{
|
|
if (!set.Add(ev.Ack))
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("construction-system-already-building"), user, user);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var newSet = new HashSet<int> {ev.Ack};
|
|
_beingBuilt[args.SenderSession] = newSet;
|
|
}
|
|
|
|
var location = GetCoordinates(ev.Location);
|
|
|
|
// Sunrise-start
|
|
if (HasComp<UnbuildableGridComponent>(location.EntityId))
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
// Sunrise-end
|
|
|
|
foreach (var condition in constructionPrototype.Conditions)
|
|
{
|
|
if (!condition.Condition(user, location, ev.Angle.GetCardinalDir()))
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Cleanup()
|
|
{
|
|
_beingBuilt[args.SenderSession].Remove(ev.Ack);
|
|
}
|
|
|
|
if (!_actionBlocker.CanInteract(user, null)
|
|
|| !TryComp(user, out HandsComponent? hands) || _handsSystem.GetActiveItem((user, hands)) == null)
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
|
|
var mapPos = _transformSystem.ToMapCoordinates(location);
|
|
var predicate = GetPredicate(constructionPrototype.CanBuildInImpassable, mapPos);
|
|
|
|
if (!_interactionSystem.InRangeUnobstructed(user, mapPos, predicate: predicate))
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
|
|
if (pathFind == null)
|
|
throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
|
|
|
|
var edge = startNode.GetEdge(pathFind[0].Name);
|
|
|
|
if(edge == null)
|
|
throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
|
|
|
|
var valid = false;
|
|
|
|
if (_handsSystem.GetActiveItem((user, hands)) is not {Valid: true} holding)
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
|
|
// No support for conditions here!
|
|
|
|
foreach (var step in edge.Steps)
|
|
{
|
|
switch (step)
|
|
{
|
|
case EntityInsertConstructionGraphStep entityInsert:
|
|
if (entityInsert.EntityValid(holding, EntityManager, Factory))
|
|
valid = true;
|
|
break;
|
|
case ToolConstructionGraphStep _:
|
|
throw new InvalidDataException("Invalid first step for item recipe!");
|
|
}
|
|
|
|
if (valid)
|
|
break;
|
|
}
|
|
|
|
if (!valid)
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
|
|
if (await Construct(user,
|
|
(ev.Ack + constructionPrototype.GetHashCode()).ToString(),
|
|
constructionGraph,
|
|
edge,
|
|
targetNode,
|
|
GetCoordinates(ev.Location),
|
|
constructionPrototype.CanRotate ? ev.Angle : Angle.Zero) is not {Valid: true} structure)
|
|
{
|
|
Cleanup();
|
|
return;
|
|
}
|
|
|
|
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack, GetNetEntity(structure)));
|
|
_adminLogger.Add(LogType.Construction, LogImpact.Low, $"{ToPrettyString(user):player} has turned a {ev.PrototypeName} construction ghost into {ToPrettyString(structure)} at {Transform(structure).Coordinates}");
|
|
Cleanup();
|
|
}
|
|
}
|
|
}
|