Files
Delta-v/Content.Server/Construction/ConstructionSystem.Initial.cs
T
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

590 lines
23 KiB
C#

using System.IO;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Construction.Components;
using Content.Shared._Goobstation.Construction;
using Content.Shared.ActionBlocker;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Construction.Steps;
using Content.Shared.Coordinates;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Mind.Components; // Goobstation
using Content.Shared.Storage;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Construction
{
public sealed partial class ConstructionSystem
{
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
// --- WARNING! LEGACY CODE AHEAD! ---
// This entire file contains the legacy code for initial construction.
// This is bound to be replaced by a better alternative (probably using dummy entities)
// but for now I've isolated them in their own little file. This code is largely unchanged.
// --- YOU HAVE BEEN WARNED! AAAH! ---
private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
private void InitializeInitial()
{
SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
}
// LEGACY CODE. See warning at the top of the file!
private IEnumerable<EntityUid> EnumerateNearby(EntityUid user)
{
foreach (var item in _handsSystem.EnumerateHeld(user))
{
if (TryComp(item, out StorageComponent? storage))
{
foreach (var storedEntity in storage.Container.ContainedEntities!)
{
yield return storedEntity;
}
}
yield return item;
}
// <Goobstation> - lets slimepeople and constructors use their storageAdd commentMore actions
if (TryComp<StorageComponent>(user, out var userStorage))
foreach (var userItem in userStorage.Container.ContainedEntities!)
yield return userItem;
// </Goobstation>
if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
{
while (containerSlotEnumerator.MoveNext(out var containerSlot))
{
if(!containerSlot.ContainedEntity.HasValue)
continue;
if (TryComp(containerSlot.ContainedEntity.Value, out StorageComponent? storage))
{
foreach (var storedEntity in storage.Container.ContainedEntities)
{
yield return storedEntity;
}
}
yield return containerSlot.ContainedEntity.Value;
}
}
var pos = _transformSystem.GetMapCoordinates(user);
foreach (var near in _lookupSystem.GetEntitiesInRange(pos, 2f, LookupFlags.Contained | LookupFlags.Dynamic | LookupFlags.Sundries | LookupFlags.Approximate))
{
if (near == user)
continue;
if (_interactionSystem.InRangeUnobstructed(pos, near, 2f) && _container.IsInSameOrParentContainer(user, near))
yield return near;
}
}
// LEGACY CODE. See warning at the top of the file!
private async Task<EntityUid?> Construct(
EntityUid user,
string materialContainer,
ConstructionGraphPrototype graph,
ConstructionGraphEdge edge,
ConstructionGraphNode targetNode,
EntityCoordinates coords,
Angle angle = default)
{
// We need a place to hold our construction items!
var container = _container.EnsureContainer<Container>(user, materialContainer, out var existed);
if (existed)
{
_popup.PopupEntity(Loc.GetString("construction-system-construct-cannot-start-another-construction"), user, user);
return null;
}
var containers = new Dictionary<string, Container>();
var doAfterTime = 0f;
// HOLY SHIT THIS IS SOME HACKY CODE.
// But I'd rather do this shit than risk having collisions with other containers.
Container GetContainer(string name)
{
if (containers.TryGetValue(name, out var container1))
return container1;
while (true)
{
var random = _robustRandom.Next();
var c = _container.EnsureContainer<Container>(user, random.ToString(), out var exists);
if (exists)
continue;
containers[name] = c;
return c;
}
}
void FailCleanup()
{
foreach (var entity in container.ContainedEntities.ToArray())
{
_container.Remove(entity, container);
}
foreach (var cont in containers.Values)
{
foreach (var entity in cont.ContainedEntities.ToArray())
{
_container.Remove(entity, cont);
}
}
// If we don't do this, items are invisible for some fucking reason. Nice.
Timer.Spawn(1, ShutdownContainers);
}
void ShutdownContainers()
{
_container.ShutdownContainer(container);
foreach (var c in containers.Values.ToArray())
{
_container.ShutdownContainer(c);
}
}
var failed = false;
var steps = new List<ConstructionGraphStep>();
var used = new HashSet<EntityUid>();
foreach (var step in edge.Steps)
{
doAfterTime += step.DoAfter;
var handled = false;
switch (step)
{
case MaterialConstructionGraphStep materialStep:
foreach (var entity in EnumerateNearby(user))
{
if (!materialStep.EntityValid(entity, out var stack))
continue;
if (used.Contains(entity))
continue;
// TODO allow taking from several stacks.
// Also update crafting steps to check if it works.
var splitStack = _stackSystem.Split(entity, materialStep.Amount, user.ToCoordinates(0, 0), stack);
if (splitStack == null)
continue;
if (string.IsNullOrEmpty(materialStep.Store))
{
if (!_container.Insert(splitStack.Value, container))
continue;
}
else if (!_container.Insert(splitStack.Value, GetContainer(materialStep.Store)))
continue;
handled = true;
break;
}
break;
case ArbitraryInsertConstructionGraphStep arbitraryStep:
foreach (var entity in new HashSet<EntityUid>(EnumerateNearby(user)))
{
if (!arbitraryStep.EntityValid(entity, EntityManager, Factory))
continue;
if (used.Contains(entity))
continue;
// Dump out any stored entities in used entity
if (TryComp<StorageComponent>(entity, out var storage))
{
_container.EmptyContainer(storage.Container);
}
if (string.IsNullOrEmpty(arbitraryStep.Store))
{
if (!_container.Insert(entity, container))
continue;
}
else if (!_container.Insert(entity, GetContainer(arbitraryStep.Store)))
continue;
handled = true;
used.Add(entity);
break;
}
break;
}
if (handled == false)
{
failed = true;
break;
}
steps.Add(step);
}
if (failed)
{
_popup.PopupEntity(Loc.GetString("construction-system-construct-no-materials"), user, user);
FailCleanup();
return null;
}
var doAfterArgs = new DoAfterArgs(EntityManager, user, doAfterTime, new AwaitedDoAfterEvent(), null)
{
BreakOnDamage = true,
BreakOnMove = true,
NeedHand = false,
// allow simultaneously starting several construction jobs using the same stack of materials.
CancelDuplicate = false,
BlockDuplicate = false,
};
if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
{
FailCleanup();
return null;
}
var newEntityProto = graph.Nodes[edge.Target].Entity.GetId(null, user, new(EntityManager));
var newEntity = SpawnAttachedTo(newEntityProto, coords, rotation: angle);
if (!TryComp(newEntity, out ConstructionComponent? construction))
{
Log.Error($"Initial construction does not have a valid target entity! It is missing a ConstructionComponent.\nGraph: {graph.ID}, Initial Target: {edge.Target}, Ent. Prototype: {newEntityProto}\nCreated Entity {ToPrettyString(newEntity)} will be deleted.");
Del(newEntity); // Screw you, make proper construction graphs.
return null;
}
// We attempt to set the pathfinding target.
SetPathfindingTarget(newEntity, targetNode.Name, construction);
// We preserve the containers...
foreach (var (name, cont) in containers)
{
var newCont = _container.EnsureContainer<Container>(newEntity, name);
foreach (var entity in cont.ContainedEntities.ToArray())
{
_container.Remove(entity, cont, reparent: false, force: true);
_container.Insert(entity, newCont);
}
}
// Begin Impstation Changes
// Inform consumed items that they have been consumed
foreach (var entity in container.ContainedEntities.ToArray())
{
RaiseLocalEvent(entity, new ConstructionConsumedObjectEvent(entity, newEntity));
}
// End Impstation Changes
// We now get rid of all them.
ShutdownContainers();
// We have step completed steps!
foreach (var step in steps)
{
foreach (var completed in step.Completed)
{
completed.PerformAction(newEntity, user, EntityManager);
}
}
// And we also have edge completed effects!
foreach (var completed in edge.Completed)
{
completed.PerformAction(newEntity, user, EntityManager);
}
return newEntity;
}
private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is {Valid: true} user)
await TryStartItemConstruction(ev.PrototypeName, user);
}
// LEGACY CODE. See warning at the top of the file!
public async Task<bool> TryStartItemConstruction(string prototype, EntityUid user)
{
if (!PrototypeManager.TryIndex(prototype, out ConstructionPrototype? constructionPrototype))
{
Log.Error($"Tried to start construction of invalid recipe '{prototype}'!");
return false;
}
if (!PrototypeManager.TryIndex(constructionPrototype.Graph,
out ConstructionGraphPrototype? constructionGraph))
{
Log.Error(
$"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{prototype}'!");
return false;
}
if (_whitelistSystem.IsWhitelistFail(constructionPrototype.EntityWhitelist, user))
{
_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
return false;
}
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
if (!_actionBlocker.CanInteract(user, null))
return false;
if (HasComp<MindContainerComponent>(user)
&& !HasComp<HandsComponent>(user)) // goobstation - don't require hands for constructor
return false;
foreach (var condition in constructionPrototype.Conditions)
{
if (!condition.Condition(user, user.ToCoordinates(0, 0), Direction.South))
return false;
}
if (pathFind == null)
{
throw new InvalidDataException(
$"Can't find path from starting node to target node in construction! Recipe: {prototype}");
}
var edge = startNode.GetEdge(pathFind[0].Name);
if (edge == null)
{
throw new InvalidDataException(
$"Can't find edge from starting node to the next node in pathfinding! Recipe: {prototype}");
}
// No support for conditions here!
foreach (var step in edge.Steps)
{
switch (step)
{
case ToolConstructionGraphStep _:
throw new InvalidDataException("Invalid first step for construction recipe!");
}
}
if (await Construct(
user,
"item_construction",
constructionGraph,
edge,
targetNode,
Transform(user).Coordinates) is not { Valid: true } item)
return false;
// <Goobstation>
var constructedEv = new ConstructedEvent(item);
RaiseLocalEvent(user, ref constructedEv);
// </Goobstation>
// Just in case this is a stack, attempt to merge it. If it isn't a stack, this will just normally pick up
// or drop the item as normal.
_stackSystem.TryMergeToHands(item, user);
return true;
}
// LEGACY CODE. See warning at the top of the file!
private async void HandleStartStructureConstruction(TryStartStructureConstructionMessage ev, EntitySessionEventArgs args)
{
// <Goobstation> - use public API
if (args.SenderSession.AttachedEntity is {} user)
await TryStartStructureConstruction(user,
ev.PrototypeName,
GetCoordinates(ev.Location),
ev.Angle,
ev.Ack,
args.SenderSession);
}
/// <summary>
/// Goobstation - Taken out of HandleStartStructureConstruction
/// Changed to return false and only send the ack event to the user.
/// </summary>
public async Task<bool> TryStartStructureConstruction(EntityUid user,
string prototypeName,
EntityCoordinates location,
Angle angle,
int ack = 0,
ICommonSession? senderSession = null)
{
// </Goobstation>
if (!PrototypeManager.TryIndex(prototypeName, out ConstructionPrototype? constructionPrototype))
{
Log.Error($"Tried to start construction of invalid recipe '{prototypeName}'!");
RaiseNetworkEvent(new AckStructureConstructionMessage(ack), user);
return false;
}
if (!PrototypeManager.TryIndex(constructionPrototype.Graph, out ConstructionGraphPrototype? constructionGraph))
{
Log.Error($"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{prototypeName}'!");
RaiseNetworkEvent(new AckStructureConstructionMessage(ack), user);
return false;
}
if (_whitelistSystem.IsWhitelistFail(constructionPrototype.EntityWhitelist, user))
{
_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
return false;
}
if (_container.IsEntityInContainer(user))
{
_popup.PopupEntity(Loc.GetString("construction-system-inside-container"), user, user);
return false;
}
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
if (senderSession is {} session) // Goobstation - ignore check for constructor
{
if (_beingBuilt.TryGetValue(session, out var set))
{
if (!set.Add(ack))
{
_popup.PopupEntity(Loc.GetString("construction-system-already-building"), user, user);
return false;
}
}
else
{
var newSet = new HashSet<int> {ack};
_beingBuilt[session] = newSet;
}
}
foreach (var condition in constructionPrototype.Conditions)
{
if (!condition.Condition(user, location, angle.GetCardinalDir()))
{
Cleanup();
return false;
}
}
void Cleanup()
{
if (senderSession is {} session) // Goobstation - not added for constructor
_beingBuilt[session].Remove(ack);
}
if (!_actionBlocker.CanInteract(user, null)
|| !TryComp(user, out HandsComponent? hands) || _handsSystem.GetActiveItem((user, hands)) == null)
{
Cleanup();
return false;
}
var mapPos = _transformSystem.ToMapCoordinates(location);
var predicate = GetPredicate(constructionPrototype.CanBuildInImpassable, mapPos);
if (!_interactionSystem.InRangeUnobstructed(user, mapPos, predicate: predicate))
{
Cleanup();
return false;
}
if (pathFind == null)
throw new InvalidDataException($"Can't find path from starting node to target node in construction! Recipe: {prototypeName}");
var edge = startNode.GetEdge(pathFind[0].Name);
if(edge == null)
throw new InvalidDataException($"Can't find edge from starting node to the next node in pathfinding! Recipe: {prototypeName}");
var valid = false;
if (_handsSystem.GetActiveItem((user, hands)) is not {Valid: true} holding)
{
Cleanup();
return false;
}
// No support for conditions here!
foreach (var step in edge.Steps)
{
switch (step)
{
case EntityInsertConstructionGraphStep entityInsert:
if (entityInsert.EntityValid(holding, EntityManager, Factory))
valid = true;
break;
case ToolConstructionGraphStep _:
throw new InvalidDataException("Invalid first step for item recipe!");
}
if (valid)
break;
}
if (!valid)
{
Cleanup();
return false;
}
if (await Construct(user,
(ack + constructionPrototype.GetHashCode()).ToString(),
constructionGraph,
edge,
targetNode,
location,
constructionPrototype.CanRotate ? angle : Angle.Zero) is not {Valid: true} structure)
{
Cleanup();
return false;
}
// <Goobstation>
var constructedEv = new ConstructedEvent(structure);
RaiseLocalEvent(user, ref constructedEv);
// </Goobstation>
RaiseNetworkEvent(new AckStructureConstructionMessage(ack, GetNetEntity(structure)), user);
_adminLogger.Add(LogType.Construction, LogImpact.Low, $"{ToPrettyString(user):player} has turned a {prototypeName} construction ghost into {ToPrettyString(structure)} at {Transform(structure).Coordinates}");
Cleanup();
return true;
}
}
}