Files
Delta-v/Content.Server/Construction/ConstructionSystem.Graph.cs
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

476 lines
24 KiB
C#

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, oldNode) != 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="previousNode">The previous node, if any, this graph was on before changing entity.</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,
string? previousNode = 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 = EnsureComp<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 = EnsureComp<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);
// If ChangeEntity has ran, then the entity uid has changed and the
// new entity should be initialized by this point.
var afterChangeEv = new AfterConstructionChangeEntityEvent(construction.Graph, construction.Node, previousNode);
RaiseLocalEvent(newUid, ref afterChangeEv);
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;
}
}
/// <summary>
/// This event is raised after an entity changes prototype/uid during construction.
/// This is only raised at the new entity, after it has been initialized.
/// </summary>
/// <param name="Graph">Construction graph for this entity.</param>
/// <param name="CurrentNode">New node that has become active.</param>
/// <param name="PreviousNode">Previous node that was active on the graph.</param>
[ByRefEvent]
public record struct AfterConstructionChangeEntityEvent(string Graph, string CurrentNode, string? PreviousNode)
{
}
}