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- using System.IO;
- using System.Linq;
- using System.Threading.Tasks;
- using Content.Server.Construction.Components;
- 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 IComponentFactory _factory = default!;
- [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);
- 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(
- $"Can't find edge from starting node to the next node in pathfinding! Recipe: {prototype}");
- }
- // No support for conditions here!
- foreach (var step in edge.Steps)
- {
- switch (step)
- {
- case ToolConstructionGraphStep _:
- throw new InvalidDataException("Invalid first step for construction recipe!");
- }
- }
- if (await Construct(
- user,
- "item_construction",
- constructionGraph,
- edge,
- targetNode,
- Transform(user).Coordinates) is not { Valid: true } item)
- return false;
- // Just in case this is a stack, attempt to merge it. If it isn't a stack, this will just normally pick up
- // or drop the item as normal.
- _stackSystem.TryMergeToHands(item, user);
- return true;
- }
- // LEGACY CODE. See warning at the top of the file!
- private async void HandleStartStructureConstruction(TryStartStructureConstructionMessage ev, EntitySessionEventArgs args)
- {
- if (!PrototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype? constructionPrototype))
- {
- Log.Error($"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);
- 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 = location.ToMap(EntityManager, _transformSystem);
- 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();
- }
- }
- }
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