Files
wwdpublic/Content.Server/Construction/ConstructionSystem.Guided.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

263 lines
11 KiB
C#

using Content.Server.Construction.Components;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Construction.Steps;
using Content.Shared.Examine;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Construction
{
public sealed partial class ConstructionSystem
{
[Dependency] private readonly SharedPopupSystem _popup = default!;
private readonly Dictionary<ConstructionPrototype, ConstructionGuide> _guideCache = new();
private void InitializeGuided()
{
SubscribeNetworkEvent<RequestConstructionGuide>(OnGuideRequested);
SubscribeLocalEvent<ConstructionComponent, GetVerbsEvent<Verb>>(AddDeconstructVerb);
SubscribeLocalEvent<ConstructionComponent, ExaminedEvent>(HandleConstructionExamined);
}
private void OnGuideRequested(RequestConstructionGuide msg, EntitySessionEventArgs args)
{
if (!_prototypeManager.TryIndex(msg.ConstructionId, out ConstructionPrototype? prototype))
return;
if(GetGuide(prototype) is {} guide)
RaiseNetworkEvent(new ResponseConstructionGuide(msg.ConstructionId, guide), args.SenderSession.Channel);
}
private void AddDeconstructVerb(EntityUid uid, ConstructionComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
if (component.TargetNode == component.DeconstructionNode ||
component.Node == component.DeconstructionNode)
return;
if (!_prototypeManager.TryIndex(component.Graph, out ConstructionGraphPrototype? graph))
return;
if (component.DeconstructionNode == null)
return;
if (GetCurrentNode(uid, component) is not {} currentNode)
return;
if (graph.Path(currentNode.Name, component.DeconstructionNode) is not {} path || path.Length == 0)
return;
Verb verb = new();
//verb.Category = VerbCategories.Construction;
//TODO VERBS add more construction verbs? Until then, removing construction category
verb.Text = Loc.GetString("deconstructible-verb-begin-deconstruct");
verb.Icon = new SpriteSpecifier.Texture(
new ("/Textures/Interface/hammer_scaled.svg.192dpi.png"));
verb.Act = () =>
{
SetPathfindingTarget(uid, component.DeconstructionNode, component);
if (component.TargetNode == null)
{
// Maybe check, but on the flip-side a better solution might be to not make it undeconstructible in the first place, no?
_popup.PopupEntity(Loc.GetString("deconstructible-verb-activate-no-target-text"), uid, uid);
}
else
{
_popup.PopupEntity(Loc.GetString("deconstructible-verb-activate-text"), args.User, args.User);
}
};
args.Verbs.Add(verb);
}
private void HandleConstructionExamined(EntityUid uid, ConstructionComponent component, ExaminedEvent args)
{
using (args.PushGroup(nameof(ConstructionComponent)))
{
if (GetTargetNode(uid, component) is {} target)
{
if (target.Name == component.DeconstructionNode)
{
args.PushMarkup(Loc.GetString("deconstruction-header-text") + "\n");
}
else
{
args.PushMarkup(Loc.GetString(
"construction-component-to-create-header",
("targetName", target.Name)) + "\n");
}
}
if (component.EdgeIndex == null && GetTargetEdge(uid, component) is {} targetEdge)
{
var preventStepExamine = false;
foreach (var condition in targetEdge.Conditions)
{
preventStepExamine |= condition.DoExamine(args);
}
if (!preventStepExamine)
targetEdge.Steps[0].DoExamine(args);
return;
}
if (GetCurrentEdge(uid, component) is {} edge)
{
var preventStepExamine = false;
foreach (var condition in edge.Conditions)
{
preventStepExamine |= condition.DoExamine(args);
}
if (!preventStepExamine && component.StepIndex < edge.Steps.Count)
edge.Steps[component.StepIndex].DoExamine(args);
}
}
}
/// <summary>
/// Returns a <see cref="ConstructionGuide"/> for a given <see cref="ConstructionPrototype"/>,
/// generating and caching it as needed.
/// </summary>
/// <param name="construction">The construction prototype to generate the guide for. We must be able to pathfind
/// from its starting node to its ending node to be able to generate a guide for it.</param>
/// <returns>The guide for the given construction, or null if we can't pathfind from the start node to the
/// end node on that construction.</returns>
private ConstructionGuide? GetGuide(ConstructionPrototype construction)
{
// NOTE: This method might be allocate a fair bit, but do not worry!
// This method is specifically designed to generate guides once and cache the results,
// therefore we don't need to worry *too much* about the performance of this.
// If we've generated and cached this guide before, return it.
if (_guideCache.TryGetValue(construction, out var guide))
return guide;
// If the graph doesn't actually exist, do nothing.
if (!_prototypeManager.TryIndex(construction.Graph, out ConstructionGraphPrototype? graph))
return null;
// If either the start node or the target node are missing, do nothing.
if (GetNodeFromGraph(graph, construction.StartNode) is not {} startNode
|| GetNodeFromGraph(graph, construction.TargetNode) is not {} targetNode)
return null;
// If there's no path from start to target, do nothing.
if (graph.Path(construction.StartNode, construction.TargetNode) is not {} path
|| path.Length == 0)
return null;
var step = 1;
var entries = new List<ConstructionGuideEntry>()
{
// Initial construction header.
new()
{
Localization = construction.Type == ConstructionType.Structure
? "construction-presenter-to-build" : "construction-presenter-to-craft",
EntryNumber = step,
}
};
var conditions = new HashSet<string>();
// Iterate until the penultimate node.
var node = startNode;
var index = 0;
while(node != targetNode)
{
// Can't find path, therefore can't generate guide...
if (!node.TryGetEdge(path[index].Name, out var edge))
return null;
// First steps are handled specially.
if (step == 1)
{
foreach (var graphStep in edge.Steps)
{
// This graph is invalid, we only allow insert steps as the initial construction steps.
if (graphStep is not EntityInsertConstructionGraphStep insertStep)
return null;
entries.Add(insertStep.GenerateGuideEntry());
}
// Now actually list the construction conditions.
foreach (var condition in construction.Conditions)
{
if (condition.GenerateGuideEntry() is not {} conditionEntry)
continue;
conditionEntry.Padding += 4;
entries.Add(conditionEntry);
}
step++;
node = path[index++];
// Add a bit of padding if there will be more steps after this.
if(node != targetNode)
entries.Add(new ConstructionGuideEntry());
continue;
}
var old = conditions;
conditions = new HashSet<string>();
foreach (var condition in edge.Conditions)
{
foreach (var conditionEntry in condition.GenerateGuideEntry())
{
conditions.Add(conditionEntry.Localization);
// Okay so if the condition entry had a non-null value here, we take it as a numbered step.
// This is for cases where there is a lot of snowflake behavior, such as machine frames...
// So that the step of inserting a machine board and inserting all of its parts is numbered.
if (conditionEntry.EntryNumber != null)
conditionEntry.EntryNumber = step++;
// To prevent spamming the same stuff over and over again. This is a bit naive, but..ye.
// Also we will only hide this condition *if* it isn't numbered.
else
{
if (old.Contains(conditionEntry.Localization))
continue;
// We only add padding for non-numbered entries.
conditionEntry.Padding += 4;
}
entries.Add(conditionEntry);
}
}
foreach (var graphStep in edge.Steps)
{
var entry = graphStep.GenerateGuideEntry();
entry.EntryNumber = step++;
entries.Add(entry);
}
node = path[index++];
}
guide = new ConstructionGuide(entries.ToArray());
_guideCache[construction] = guide;
return guide;
}
}
}