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