# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
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)
|
|
{
|
|
var random = _robustRandom.Next();
|
|
var c = _container.EnsureContainer<Container>(user, random.ToString(), out var exists);
|
|
|
|
if (exists)
|
|
continue;
|
|
|
|
containers[name] = c;
|
|
return c;
|
|
}
|
|
}
|
|
|
|
void FailCleanup()
|
|
{
|
|
foreach (var entity in container.ContainedEntities.ToArray())
|
|
{
|
|
_container.Remove(entity, container);
|
|
}
|
|
|
|
foreach (var cont in containers.Values)
|
|
{
|
|
foreach (var entity in cont.ContainedEntities.ToArray())
|
|
{
|
|
_container.Remove(entity, cont);
|
|
}
|
|
}
|
|
|
|
// If we don't do this, items are invisible for some fucking reason. Nice.
|
|
Timer.Spawn(1, ShutdownContainers);
|
|
}
|
|
|
|
void ShutdownContainers()
|
|
{
|
|
_container.ShutdownContainer(container);
|
|
foreach (var c in containers.Values.ToArray())
|
|
{
|
|
_container.ShutdownContainer(c);
|
|
}
|
|
}
|
|
|
|
var failed = false;
|
|
|
|
var steps = new List<ConstructionGraphStep>();
|
|
var used = new HashSet<EntityUid>();
|
|
|
|
foreach (var step in edge.Steps)
|
|
{
|
|
doAfterTime += step.DoAfter;
|
|
|
|
var handled = false;
|
|
|
|
switch (step)
|
|
{
|
|
case MaterialConstructionGraphStep materialStep:
|
|
foreach (var entity in EnumerateNearby(user))
|
|
{
|
|
if (!materialStep.EntityValid(entity, out var stack))
|
|
continue;
|
|
|
|
if (used.Contains(entity))
|
|
continue;
|
|
|
|
// TODO allow taking from several stacks.
|
|
// Also update crafting steps to check if it works.
|
|
var splitStack = _stackSystem.Split(entity, materialStep.Amount, user.ToCoordinates(0, 0), stack);
|
|
|
|
if (splitStack == null)
|
|
continue;
|
|
|
|
if (string.IsNullOrEmpty(materialStep.Store))
|
|
{
|
|
if (!_container.Insert(splitStack.Value, container))
|
|
continue;
|
|
}
|
|
else if (!_container.Insert(splitStack.Value, GetContainer(materialStep.Store)))
|
|
continue;
|
|
|
|
handled = true;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
case ArbitraryInsertConstructionGraphStep arbitraryStep:
|
|
foreach (var entity in new HashSet<EntityUid>(EnumerateNearby(user)))
|
|
{
|
|
if (!arbitraryStep.EntityValid(entity, EntityManager, Factory))
|
|
continue;
|
|
|
|
if (used.Contains(entity))
|
|
continue;
|
|
|
|
// Dump out any stored entities in used entity
|
|
if (TryComp<StorageComponent>(entity, out var storage))
|
|
{
|
|
_container.EmptyContainer(storage.Container);
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(arbitraryStep.Store))
|
|
{
|
|
if (!_container.Insert(entity, container))
|
|
continue;
|
|
}
|
|
else if (!_container.Insert(entity, GetContainer(arbitraryStep.Store)))
|
|
continue;
|
|
|
|
handled = true;
|
|
used.Add(entity);
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (handled == false)
|
|
{
|
|
failed = true;
|
|
break;
|
|
}
|
|
|
|
steps.Add(step);
|
|
}
|
|
|
|
if (failed)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("construction-system-construct-no-materials"), user, user);
|
|
FailCleanup();
|
|
return null;
|
|
}
|
|
|
|
var doAfterArgs = new DoAfterArgs(EntityManager, user, doAfterTime, new AwaitedDoAfterEvent(), null)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = false,
|
|
// allow simultaneously starting several construction jobs using the same stack of materials.
|
|
CancelDuplicate = false,
|
|
BlockDuplicate = false,
|
|
};
|
|
|
|
if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
|
|
{
|
|
FailCleanup();
|
|
return null;
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|