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...
590 lines
23 KiB
C#
590 lines
23 KiB
C#
using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Construction.Components;
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using Content.Shared._Goobstation.Construction;
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using Content.Shared.ActionBlocker;
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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.Coordinates;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Mind.Components; // Goobstation
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using Content.Shared.Storage;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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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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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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// --- WARNING! LEGACY CODE AHEAD! ---
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// This entire file contains the legacy code for initial construction.
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// This is bound to be replaced by a better alternative (probably using dummy entities)
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// but for now I've isolated them in their own little file. This code is largely unchanged.
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// --- YOU HAVE BEEN WARNED! AAAH! ---
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private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
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private void InitializeInitial()
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{
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SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
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SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
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}
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// LEGACY CODE. See warning at the top of the file!
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private IEnumerable<EntityUid> EnumerateNearby(EntityUid user)
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{
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foreach (var item in _handsSystem.EnumerateHeld(user))
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{
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if (TryComp(item, out StorageComponent? storage))
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{
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foreach (var storedEntity in storage.Container.ContainedEntities!)
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{
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yield return storedEntity;
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}
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}
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yield return item;
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}
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// <Goobstation> - lets slimepeople and constructors use their storageAdd commentMore actions
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if (TryComp<StorageComponent>(user, out var userStorage))
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foreach (var userItem in userStorage.Container.ContainedEntities!)
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yield return userItem;
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// </Goobstation>
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if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
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{
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while (containerSlotEnumerator.MoveNext(out var containerSlot))
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{
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if(!containerSlot.ContainedEntity.HasValue)
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continue;
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if (TryComp(containerSlot.ContainedEntity.Value, out StorageComponent? storage))
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{
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foreach (var storedEntity in storage.Container.ContainedEntities)
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{
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yield return storedEntity;
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}
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}
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yield return containerSlot.ContainedEntity.Value;
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}
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}
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var pos = _transformSystem.GetMapCoordinates(user);
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foreach (var near in _lookupSystem.GetEntitiesInRange(pos, 2f, LookupFlags.Contained | LookupFlags.Dynamic | LookupFlags.Sundries | LookupFlags.Approximate))
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{
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if (near == user)
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continue;
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if (_interactionSystem.InRangeUnobstructed(pos, near, 2f) && _container.IsInSameOrParentContainer(user, near))
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yield return near;
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}
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}
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// LEGACY CODE. See warning at the top of the file!
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private async Task<EntityUid?> Construct(
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EntityUid user,
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string materialContainer,
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ConstructionGraphPrototype graph,
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ConstructionGraphEdge edge,
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ConstructionGraphNode targetNode,
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EntityCoordinates coords,
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Angle angle = default)
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{
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// We need a place to hold our construction items!
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var container = _container.EnsureContainer<Container>(user, materialContainer, out var existed);
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if (existed)
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{
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_popup.PopupEntity(Loc.GetString("construction-system-construct-cannot-start-another-construction"), user, user);
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return null;
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}
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var containers = new Dictionary<string, Container>();
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var doAfterTime = 0f;
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// HOLY SHIT THIS IS SOME HACKY CODE.
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// But I'd rather do this shit than risk having collisions with other containers.
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Container GetContainer(string name)
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{
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if (containers.TryGetValue(name, out var container1))
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return container1;
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while (true)
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{
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var random = _robustRandom.Next();
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var c = _container.EnsureContainer<Container>(user, random.ToString(), out var exists);
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if (exists)
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continue;
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containers[name] = c;
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return c;
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}
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}
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void FailCleanup()
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{
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foreach (var entity in container.ContainedEntities.ToArray())
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{
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_container.Remove(entity, container);
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}
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foreach (var cont in containers.Values)
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{
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foreach (var entity in cont.ContainedEntities.ToArray())
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{
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_container.Remove(entity, cont);
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}
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}
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// If we don't do this, items are invisible for some fucking reason. Nice.
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Timer.Spawn(1, ShutdownContainers);
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}
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void ShutdownContainers()
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{
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_container.ShutdownContainer(container);
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foreach (var c in containers.Values.ToArray())
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{
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_container.ShutdownContainer(c);
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}
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}
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var failed = false;
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var steps = new List<ConstructionGraphStep>();
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var used = new HashSet<EntityUid>();
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foreach (var step in edge.Steps)
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{
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doAfterTime += step.DoAfter;
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var handled = false;
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switch (step)
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{
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case MaterialConstructionGraphStep materialStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!materialStep.EntityValid(entity, out var stack))
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continue;
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if (used.Contains(entity))
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continue;
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// TODO allow taking from several stacks.
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// Also update crafting steps to check if it works.
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var splitStack = _stackSystem.Split(entity, materialStep.Amount, user.ToCoordinates(0, 0), stack);
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if (splitStack == null)
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continue;
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if (string.IsNullOrEmpty(materialStep.Store))
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{
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if (!_container.Insert(splitStack.Value, container))
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continue;
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}
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else if (!_container.Insert(splitStack.Value, GetContainer(materialStep.Store)))
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continue;
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handled = true;
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break;
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}
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break;
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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foreach (var entity in new HashSet<EntityUid>(EnumerateNearby(user)))
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{
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if (!arbitraryStep.EntityValid(entity, EntityManager, Factory))
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continue;
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if (used.Contains(entity))
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continue;
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// Dump out any stored entities in used entity
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if (TryComp<StorageComponent>(entity, out var storage))
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{
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_container.EmptyContainer(storage.Container);
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}
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if (string.IsNullOrEmpty(arbitraryStep.Store))
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{
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if (!_container.Insert(entity, container))
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continue;
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}
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else if (!_container.Insert(entity, GetContainer(arbitraryStep.Store)))
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continue;
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handled = true;
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used.Add(entity);
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break;
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}
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break;
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}
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if (handled == false)
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{
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failed = true;
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break;
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}
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steps.Add(step);
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}
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if (failed)
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{
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_popup.PopupEntity(Loc.GetString("construction-system-construct-no-materials"), user, user);
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FailCleanup();
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return null;
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}
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var doAfterArgs = new DoAfterArgs(EntityManager, user, doAfterTime, new AwaitedDoAfterEvent(), null)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = false,
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// allow simultaneously starting several construction jobs using the same stack of materials.
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CancelDuplicate = false,
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BlockDuplicate = false,
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};
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if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
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{
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FailCleanup();
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return null;
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}
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var newEntityProto = graph.Nodes[edge.Target].Entity.GetId(null, user, new(EntityManager));
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var newEntity = SpawnAttachedTo(newEntityProto, coords, rotation: angle);
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if (!TryComp(newEntity, out ConstructionComponent? construction))
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{
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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.");
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Del(newEntity); // Screw you, make proper construction graphs.
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return null;
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}
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// We attempt to set the pathfinding target.
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SetPathfindingTarget(newEntity, targetNode.Name, construction);
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// We preserve the containers...
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foreach (var (name, cont) in containers)
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{
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var newCont = _container.EnsureContainer<Container>(newEntity, name);
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foreach (var entity in cont.ContainedEntities.ToArray())
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{
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_container.Remove(entity, cont, reparent: false, force: true);
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_container.Insert(entity, newCont);
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}
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}
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// Begin Impstation Changes
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// Inform consumed items that they have been consumed
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foreach (var entity in container.ContainedEntities.ToArray())
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{
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RaiseLocalEvent(entity, new ConstructionConsumedObjectEvent(entity, newEntity));
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}
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// End Impstation Changes
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// We now get rid of all them.
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ShutdownContainers();
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// We have step completed steps!
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foreach (var step in steps)
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{
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foreach (var completed in step.Completed)
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{
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completed.PerformAction(newEntity, user, EntityManager);
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}
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}
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// And we also have edge completed effects!
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foreach (var completed in edge.Completed)
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{
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completed.PerformAction(newEntity, user, EntityManager);
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}
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return newEntity;
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}
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private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is {Valid: true} user)
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await TryStartItemConstruction(ev.PrototypeName, user);
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}
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// LEGACY CODE. See warning at the top of the file!
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public async Task<bool> TryStartItemConstruction(string prototype, EntityUid user)
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{
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if (!PrototypeManager.TryIndex(prototype, out ConstructionPrototype? constructionPrototype))
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{
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Log.Error($"Tried to start construction of invalid recipe '{prototype}'!");
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return false;
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}
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if (!PrototypeManager.TryIndex(constructionPrototype.Graph,
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out ConstructionGraphPrototype? constructionGraph))
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{
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Log.Error(
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$"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{prototype}'!");
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return false;
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}
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if (_whitelistSystem.IsWhitelistFail(constructionPrototype.EntityWhitelist, user))
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{
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_popup.PopupEntity(Loc.GetString("construction-system-cannot-start"), user, user);
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return false;
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}
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|
|
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;
|
|
}
|
|
}
|
|
}
|