mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* 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...
476 lines
24 KiB
C#
476 lines
24 KiB
C#
using Content.Server.Construction.Components;
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using Content.Server.Containers;
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using Content.Shared.Construction;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Construction.Steps;
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using Content.Shared.Containers;
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using Content.Shared.Database;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Server.Construction
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{
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public sealed partial class ConstructionSystem
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{
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private void InitializeGraphs()
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{
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}
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/// <summary>
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/// Sets a container on an entity as being handled by Construction. This essentially means that it will
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/// be transferred if the entity prototype changes. <seealso cref="ChangeEntity"/>
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="container">The container identifier. This method does not check whether the container exists.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>Whether we could set the container as being handled by construction or not. Also returns false if
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/// the entity does not have a <see cref="ConstructionComponent"/>.</returns>
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public bool AddContainer(EntityUid uid, string container, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return false;
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return construction.Containers.Add(container);
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}
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/// <summary>
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/// Gets the current construction graph of an entity, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The current construction graph of an entity or null if invalid. Also returns null if the entity
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/// does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state will always have a valid graph.</remarks>
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public ConstructionGraphPrototype? GetCurrentGraph(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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// If the set graph prototype does not exist, also return null. This could be due to admemes changing values
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// in ViewVariables, so even though the construction state is invalid, just return null.
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return PrototypeManager.TryIndex(construction.Graph, out ConstructionGraphPrototype? graph) ? graph : null;
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}
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/// <summary>
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/// Gets the construction graph node the entity is currently at, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The current construction graph node the entity is currently at, or null if invalid. Also returns
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/// null if the entity does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state will always be at a valid node.</remarks>
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public ConstructionGraphNode? GetCurrentNode(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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if (construction.Node is not { } nodeIdentifier)
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return null;
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return GetCurrentGraph(uid, construction) is not { } graph ? null : GetNodeFromGraph(graph, nodeIdentifier);
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}
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/// <summary>
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/// Gets the construction graph edge the entity is currently at, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph edge the entity is currently at, if any. Also returns null if the entity
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/// does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state might not always be at an edge.</remarks>
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public ConstructionGraphEdge? GetCurrentEdge(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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if (construction.EdgeIndex is not { } edgeIndex)
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return null;
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return GetCurrentNode(uid, construction) is not { } node ? null : GetEdgeFromNode(node, edgeIndex);
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}
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/// <summary>
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/// Variant of <see cref="GetCurrentEdge"/> that returns both the node and edge.
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/// </summary>
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public (ConstructionGraphNode?, ConstructionGraphEdge?) GetCurrentNodeAndEdge(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return (null, null);
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if (GetCurrentNode(uid, construction) is not { } node)
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return (null, null);
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if (construction.EdgeIndex is not { } edgeIndex)
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return (node, null);
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return (node, GetEdgeFromNode(node, edgeIndex));
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}
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/// <summary>
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/// Gets the construction graph step the entity is currently at, or null.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph step the entity is currently at, if any. Also returns null if the entity
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/// does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>An entity with a valid construction state might not always be at a step or an edge.</remarks>
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public ConstructionGraphStep? GetCurrentStep(EntityUid uid, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return null;
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if (GetCurrentEdge(uid, construction) is not { } edge)
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return null;
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return GetStepFromEdge(edge, construction.StepIndex);
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}
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/// <summary>
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/// Gets the construction graph node the entity's construction pathfinding is currently targeting, if any.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph node the entity's construction pathfinding is currently targeting, or null
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/// if it's not currently targeting any node. Also returns null if the entity does not have a
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/// <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>Target nodes are entirely optional and only used for pathfinding purposes.</remarks>
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public ConstructionGraphNode? GetTargetNode(EntityUid uid, ConstructionComponent? construction)
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{
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if (!Resolve(uid, ref construction))
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return null;
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if (construction.TargetNode is not { } targetNodeId)
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return null;
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if (GetCurrentGraph(uid, construction) is not { } graph)
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return null;
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return GetNodeFromGraph(graph, targetNodeId);
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}
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/// <summary>
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/// Gets the construction graph edge the entity's construction pathfinding is currently targeting, if any.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>The construction graph edge the entity's construction pathfinding is currently targeting, or null
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/// if it's not currently targeting any edge. Also returns null if the entity does not have a
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/// <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>Target edges are entirely optional and only used for pathfinding purposes. The targeted edge will
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/// be an edge on the current construction node the entity is at.</remarks>
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public ConstructionGraphEdge? GetTargetEdge(EntityUid uid, ConstructionComponent? construction)
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{
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if (!Resolve(uid, ref construction))
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return null;
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if (construction.TargetEdgeIndex is not { } targetEdgeIndex)
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return null;
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if (GetCurrentNode(uid, construction) is not { } node)
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return null;
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return GetEdgeFromNode(node, targetEdgeIndex);
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}
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/// <summary>
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/// Gets both the construction edge and step the entity is currently at, if any.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>A tuple containing the current edge and step the entity's construction state is at.</returns>
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/// <remarks>The edge, step or both could be null. A valid construction state does not necessarily need them.</remarks>
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public (ConstructionGraphEdge? edge, ConstructionGraphStep? step) GetCurrentEdgeAndStep(EntityUid uid,
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ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction, false))
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return default;
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var edge = GetCurrentEdge(uid, construction);
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if (edge == null)
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return default;
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var step = GetStepFromEdge(edge, construction.StepIndex);
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return (edge, step);
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}
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/// <summary>
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/// Gets a node from a construction graph given its identifier.
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/// </summary>
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/// <param name="graph">The construction graph where to get the node.</param>
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/// <param name="id">The identifier that corresponds to the node.</param>
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/// <returns>The node that corresponds to the identifier, or null if it doesn't exist.</returns>
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public ConstructionGraphNode? GetNodeFromGraph(ConstructionGraphPrototype graph, string id)
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{
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return graph.Nodes.TryGetValue(id, out var node) ? node : null;
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}
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/// <summary>
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/// Gets an edge from a construction node given its index.
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/// </summary>
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/// <param name="node">The construction node where to get the edge.</param>
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/// <param name="index">The index or position of the edge on the node.</param>
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/// <returns>The edge on that index in the construction node, or null if none.</returns>
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public ConstructionGraphEdge? GetEdgeFromNode(ConstructionGraphNode node, int index)
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{
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return node.Edges.Count > index ? node.Edges[index] : null;
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}
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/// <summary>
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/// Gets a step from a construction edge given its index.
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/// </summary>
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/// <param name="edge">The construction edge where to get the step.</param>
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/// <param name="index">The index or position of the step on the edge.</param>
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/// <returns>The edge on that index in the construction edge, or null if none.</returns>
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public ConstructionGraphStep? GetStepFromEdge(ConstructionGraphEdge edge, int index)
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{
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return edge.Steps.Count > index ? edge.Steps[index] : null;
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}
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/// <summary>
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/// Performs a node change on a construction entity, optionally performing the actions for the new node.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="userUid">An optional user entity, for actions.</param>
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/// <param name="id">The identifier of the node to change to.</param>
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/// <param name="performActions">Whether the actions for the new node will be performed or not.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>Whether the node change succeeded or not. Also returns false if the entity does not have a <see cref="ConstructionComponent"/>.</returns>
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/// <remarks>This method also updates the construction pathfinding automatically, if the node change succeeds.</remarks>
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public bool ChangeNode(EntityUid uid, EntityUid? userUid, string id, bool performActions = true, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return false;
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if (GetCurrentGraph(uid, construction) is not { } graph
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|| GetNodeFromGraph(graph, id) is not { } node)
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return false;
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var oldNode = construction.Node;
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construction.Node = id;
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if (userUid != null)
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_adminLogger.Add(LogType.Construction, LogImpact.Low,
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$"{ToPrettyString(userUid.Value):player} changed {ToPrettyString(uid):entity}'s node from \"{oldNode}\" to \"{id}\"");
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// ChangeEntity will handle the pathfinding update.
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if (node.Entity.GetId(uid, userUid, new(EntityManager)) is { } newEntity
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&& ChangeEntity(uid, userUid, newEntity, construction, oldNode) != null)
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return true;
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if (performActions)
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PerformActions(uid, userUid, node.Actions);
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// An action might have deleted the entity... Account for this.
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if (!Exists(uid))
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return false;
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UpdatePathfinding(uid, construction);
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return true;
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}
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/// <summary>
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/// Performs an entity prototype change on a construction entity.
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/// The old entity will be removed, and a new one will be spawned in its place. Some values will be kept,
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/// and any containers handled by construction will be transferred to the new entity as well.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="userUid">An optional user entity, for actions.</param>
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/// <param name="newEntity">The entity prototype identifier for the new entity.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <param name="previousNode">The previous node, if any, this graph was on before changing entity.</param>
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/// <param name="metaData">The metadata component of the target entity. Will be resolved if null.</param>
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/// <param name="transform">The transform component of the target entity. Will be resolved if null.</param>
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/// <param name="containerManager">The container manager component of the target entity. Will be resolved if null,
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/// but it is an optional component and not required for the method to work.</param>
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/// <returns>The new entity, or null if the method did not succeed.</returns>
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private EntityUid? ChangeEntity(EntityUid uid, EntityUid? userUid, string newEntity,
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ConstructionComponent? construction = null,
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string? previousNode = null,
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MetaDataComponent? metaData = null,
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TransformComponent? transform = null,
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ContainerManagerComponent? containerManager = null)
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{
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if (!Resolve(uid, ref construction, ref metaData, ref transform))
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{
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// Failed resolve logs an error, but we want to actually log information about the failed construction
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// graph. So lets let the UpdateInteractions() try-catch log that info for us.
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throw new Exception("Missing construction components");
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}
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// Exit if the new entity's prototype is the same as the original, or the prototype is invalid
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if (newEntity == metaData.EntityPrototype?.ID || !PrototypeManager.HasIndex<EntityPrototype>(newEntity))
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return null;
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// [Optional] Exit if the new entity's prototype is a parent of the original
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// E.g., if an entity with the 'AirlockCommand' prototype was to be replaced with a new entity that
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// had the 'Airlock' prototype, and DoNotReplaceInheritingEntities was true, the code block would
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// exit here because 'AirlockCommand' is derived from 'Airlock'
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if (GetCurrentNode(uid, construction)?.DoNotReplaceInheritingEntities == true &&
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metaData.EntityPrototype?.ID != null)
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{
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var parents = PrototypeManager.EnumerateParents<EntityPrototype>(metaData.EntityPrototype.ID)?.ToList();
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if (parents != null && parents.Any(x => x.ID == newEntity))
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return null;
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}
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// Optional resolves.
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Resolve(uid, ref containerManager, false);
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// We create the new entity.
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var newUid = EntityManager.CreateEntityUninitialized(newEntity, transform.Coordinates);
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// Construction transferring.
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var newConstruction = EnsureComp<ConstructionComponent>(newUid);
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// Transfer all construction-owned containers.
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newConstruction.Containers.UnionWith(construction.Containers);
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// Prevent MapInitEvent spawned entities from spawning into the containers.
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// Containers created by ChangeNode() actions do not exist until after this function is complete,
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// but this should be fine, as long as the target entity properly declared its managed containers.
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if (TryComp(newUid, out ContainerFillComponent? containerFill) && containerFill.IgnoreConstructionSpawn)
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{
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foreach (var id in newConstruction.Containers)
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{
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containerFill.Containers.Remove(id);
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}
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}
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// If the new entity has the *same* construction graph, stay on the same node.
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// If not, we effectively restart the construction graph, so the new entity can be completed.
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if (construction.Graph == newConstruction.Graph)
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{
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ChangeNode(newUid, userUid, construction.Node, false, newConstruction);
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// Retain the target node if an entity change happens in response to deconstruction;
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// in that case, we must continue to move towards the start node.
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if (construction.TargetNode is { } targetNode)
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SetPathfindingTarget(newUid, targetNode, newConstruction);
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}
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// Transfer all pending interaction events too.
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while (construction.InteractionQueue.TryDequeue(out var ev))
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{
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newConstruction.InteractionQueue.Enqueue(ev);
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}
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if (newConstruction.InteractionQueue.Count > 0 && _queuedUpdates.Add(newUid))
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_constructionUpdateQueue.Enqueue(newUid);
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// Transform transferring.
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var newTransform = Transform(newUid);
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TransformSystem.AttachToGridOrMap(newUid, newTransform); // in case in hands or a container
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newTransform.LocalRotation = transform.LocalRotation;
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newTransform.Anchored = transform.Anchored;
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// Container transferring.
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if (containerManager != null)
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{
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// Ensure the new entity has a container manager. Also for resolve goodness.
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var newContainerManager = EnsureComp<ContainerManagerComponent>(newUid);
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// Transfer all construction-owned containers from the old entity to the new one.
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foreach (var container in construction.Containers)
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{
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if (!_container.TryGetContainer(uid, container, out var ourContainer, containerManager))
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continue;
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if (!_container.TryGetContainer(newUid, container, out var otherContainer, newContainerManager))
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{
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// NOTE: Only Container is supported by Construction!
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// todo: one day, the ensured container should be the same type as ourContainer
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otherContainer = _container.EnsureContainer<Container>(newUid, container, newContainerManager);
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}
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for (var i = ourContainer.ContainedEntities.Count - 1; i >= 0; i--)
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{
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var entity = ourContainer.ContainedEntities[i];
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_container.Remove(entity, ourContainer, reparent: false, force: true);
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_container.Insert(entity, otherContainer);
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}
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}
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}
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var entChangeEv = new ConstructionChangeEntityEvent(newUid, uid);
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RaiseLocalEvent(uid, entChangeEv);
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RaiseLocalEvent(newUid, entChangeEv, broadcast: true);
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foreach (var logic in GetCurrentNode(newUid, newConstruction)!.TransformLogic)
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{
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logic.Transform(uid, newUid, userUid, new(EntityManager));
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}
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EntityManager.InitializeAndStartEntity(newUid);
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QueueDel(uid);
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// If ChangeEntity has ran, then the entity uid has changed and the
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// new entity should be initialized by this point.
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var afterChangeEv = new AfterConstructionChangeEntityEvent(construction.Graph, construction.Node, previousNode);
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RaiseLocalEvent(newUid, ref afterChangeEv);
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return newUid;
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}
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/// <summary>
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/// Performs a construction graph change on a construction entity, also changing the node to a valid one on
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/// the new graph.
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/// </summary>
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/// <param name="uid">The target entity.</param>
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/// <param name="userUid">An optional user entity, for actions.</param>
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/// <param name="graphId">The identifier for the construction graph to switch to.</param>
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/// <param name="nodeId">The identifier for a node on the new construction graph to switch to.</param>
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/// <param name="performActions">Whether actions on the new node will be performed or not.</param>
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/// <param name="construction">The construction component of the target entity. Will be resolved if null.</param>
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/// <returns>Whether the construction graph change succeeded or not. Returns false if the entity does not have
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/// a <see cref="ConstructionComponent"/>.</returns>
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public bool ChangeGraph(EntityUid uid, EntityUid? userUid, string graphId, string nodeId, bool performActions = true, ConstructionComponent? construction = null)
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{
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if (!Resolve(uid, ref construction))
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return false;
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if (!PrototypeManager.TryIndex<ConstructionGraphPrototype>(graphId, out var graph))
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return false;
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if (GetNodeFromGraph(graph, nodeId) is not { })
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return false;
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construction.Graph = graphId;
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return ChangeNode(uid, userUid, nodeId, performActions, construction);
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|
}
|
|
}
|
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/// <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
|
|
{
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public readonly EntityUid New;
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public readonly EntityUid Old;
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|
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public ConstructionChangeEntityEvent(EntityUid newUid, EntityUid oldUid)
|
|
{
|
|
New = newUid;
|
|
Old = oldUid;
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|
}
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
}
|
|
}
|