# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
560 lines
21 KiB
C#
560 lines
21 KiB
C#
using System.IO;
|
|
using System.Linq;
|
|
using System.Threading.Tasks;
|
|
using Content.Server.Construction.Components;
|
|
using Content.Shared._Sunrise.UnbuildableGrid;
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Construction;
|
|
using Content.Shared.Construction.Prototypes;
|
|
using Content.Shared.Construction.Steps;
|
|
using Content.Shared.Coordinates;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.DoAfter;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Storage;
|
|
using Content.Shared.Whitelist;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Server.Construction
|
|
{
|
|
public sealed partial class ConstructionSystem
|
|
{
|
|
[Dependency] private readonly InventorySystem _inventorySystem = default!;
|
|
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
|
|
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
|
|
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
|
|
[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
|
|
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
|
|
|
|
// --- WARNING! LEGACY CODE AHEAD! ---
|
|
// This entire file contains the legacy code for initial construction.
|
|
// This is bound to be replaced by a better alternative (probably using dummy entities)
|
|
// but for now I've isolated them in their own little file. This code is largely unchanged.
|
|
// --- YOU HAVE BEEN WARNED! AAAH! ---
|
|
|
|
private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
|
|
|
|
private void InitializeInitial()
|
|
{
|
|
SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
|
|
SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
|
|
}
|
|
|
|
// LEGACY CODE. See warning at the top of the file!
|
|
private IEnumerable<EntityUid> EnumerateNearby(EntityUid user)
|
|
{
|
|
foreach (var item in _handsSystem.EnumerateHeld(user))
|
|
{
|
|
if (TryComp(item, out StorageComponent? storage))
|
|
{
|
|
foreach (var storedEntity in storage.Container.ContainedEntities!)
|
|
{
|
|
yield return storedEntity;
|
|
}
|
|
}
|
|
|
|
yield return item;
|
|
}
|
|
|
|
if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
|
|
{
|
|
while (containerSlotEnumerator.MoveNext(out var containerSlot))
|
|
{
|
|
if(!containerSlot.ContainedEntity.HasValue)
|
|
continue;
|
|
|
|
if (EntityManager.TryGetComponent(containerSlot.ContainedEntity.Value, out StorageComponent? storage))
|
|
{
|
|
foreach (var storedEntity in storage.Container.ContainedEntities)
|
|
{
|
|
yield return storedEntity;
|
|
}
|
|
}
|
|
|
|
yield return containerSlot.ContainedEntity.Value;
|
|
}
|
|
}
|
|
|
|
var pos = _transformSystem.GetMapCoordinates(user);
|
|
|
|
foreach (var near in _lookupSystem.GetEntitiesInRange(pos, 2f, LookupFlags.Contained | LookupFlags.Dynamic | LookupFlags.Sundries | LookupFlags.Approximate))
|
|
{
|
|
if (near == user)
|
|
continue;
|
|
if (_interactionSystem.InRangeUnobstructed(pos, near, 2f) && _container.IsInSameOrParentContainer(user, near))
|
|
yield return near;
|
|
}
|
|
}
|
|
|
|
// LEGACY CODE. See warning at the top of the file!
|
|
private async Task<EntityUid?> Construct(
|
|
EntityUid user,
|
|
string materialContainer,
|
|
ConstructionGraphPrototype graph,
|
|
ConstructionGraphEdge edge,
|
|
ConstructionGraphNode targetNode,
|
|
EntityCoordinates coords,
|
|
Angle angle = default)
|
|
{
|
|
// We need a place to hold our construction items!
|
|
var container = _container.EnsureContainer<Container>(user, materialContainer, out var existed);
|
|
|
|
if (existed)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("construction-system-construct-cannot-start-another-construction"), user, user);
|
|
return null;
|
|
}
|
|
|
|
var containers = new Dictionary<string, Container>();
|
|
|
|
var doAfterTime = 0f;
|
|
|
|
// HOLY SHIT THIS IS SOME HACKY CODE.
|
|
// But I'd rather do this shit than risk having collisions with other containers.
|
|
Container GetContainer(string name)
|
|
{
|
|
if (containers.TryGetValue(name, out var container1))
|
|
return container1;
|
|
|
|
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 = EntityManager.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)
|
|
|| !EntityManager.TryGetComponent(user, out HandsComponent? hands) || hands.ActiveHandEntity == 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 (hands.ActiveHandEntity 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();
|
|
}
|
|
}
|
|
}
|