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...
436 lines
16 KiB
C#
436 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.Popups;
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using Content.Shared.Construction;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Examine;
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using Content.Shared.Input;
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using Content.Shared.Wall;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Construction
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{
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/// <summary>
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/// The client-side implementation of the construction system, which is used for constructing entities in game.
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/// </summary>
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[UsedImplicitly]
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public sealed class ConstructionSystem : SharedConstructionSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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private readonly Dictionary<int, EntityUid> _ghosts = new();
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private readonly Dictionary<string, ConstructionGuide> _guideCache = new();
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private readonly Dictionary<string, string> _recipesMetadataCache = [];
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public bool CraftingEnabled { get; private set; }
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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WarmupRecipesCache();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<LocalPlayerAttachedEvent>(HandlePlayerAttached);
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SubscribeNetworkEvent<AckStructureConstructionMessage>(HandleAckStructure);
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SubscribeNetworkEvent<ResponseConstructionGuide>(OnConstructionGuideReceived);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenCraftingMenu,
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new PointerInputCmdHandler(HandleOpenCraftingMenu, outsidePrediction: true))
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.Bind(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleUse, outsidePrediction: true))
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.Bind(ContentKeyFunctions.EditorFlipObject,
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new PointerInputCmdHandler(HandleFlip, outsidePrediction: true))
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.Register<ConstructionSystem>();
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SubscribeLocalEvent<ConstructionGhostComponent, ExaminedEvent>(HandleConstructionGhostExamined);
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SubscribeLocalEvent<ConstructionGhostComponent, ComponentShutdown>(HandleGhostComponentShutdown);
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}
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private void HandleGhostComponentShutdown(EntityUid uid, ConstructionGhostComponent component, ComponentShutdown args)
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{
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ClearGhost(component.GhostId);
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}
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public bool TryGetRecipePrototype(string constructionProtoId, [NotNullWhen(true)] out string? targetProtoId)
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{
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if (_recipesMetadataCache.TryGetValue(constructionProtoId, out targetProtoId))
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return true;
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targetProtoId = null;
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return false;
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}
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private void WarmupRecipesCache()
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{
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foreach (var constructionProto in PrototypeManager.EnumeratePrototypes<ConstructionPrototype>())
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{
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if (!PrototypeManager.TryIndex(constructionProto.Graph, out var graphProto))
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continue;
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if (constructionProto.TargetNode is not { } targetNodeId)
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continue;
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if (!graphProto.Nodes.TryGetValue(targetNodeId, out var targetNode))
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continue;
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// Recursion is for wimps.
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var stack = new Stack<ConstructionGraphNode>();
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stack.Push(targetNode);
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do
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{
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var node = stack.Pop();
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// I never realized if this uid affects anything...
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// EntityUid? userUid = args.SenderSession.State.ControlledEntity.HasValue
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// ? GetEntity(args.SenderSession.State.ControlledEntity.Value)
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// : null;
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// We try to get the id of the target prototype, if it fails, we try going through the edges.
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if (node.Entity.GetId(null, null, new(EntityManager)) is not { } entityId)
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{
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// If the stack is not empty, there is a high probability that the loop will go to infinity.
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if (stack.Count == 0)
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{
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foreach (var edge in node.Edges)
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{
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if (graphProto.Nodes.TryGetValue(edge.Target, out var graphNode))
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stack.Push(graphNode);
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}
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}
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continue;
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}
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// If we got the id of the prototype, we exit the “recursion” by clearing the stack.
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stack.Clear();
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if (!PrototypeManager.TryIndex(constructionProto.ID, out ConstructionPrototype? recipe))
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continue;
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if (!PrototypeManager.TryIndex(entityId, out var proto))
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continue;
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var name = recipe.SetName.HasValue ? Loc.GetString(recipe.SetName) : proto.Name;
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var desc = recipe.SetDescription.HasValue ? Loc.GetString(recipe.SetDescription) : proto.Description;
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recipe.Name = name;
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recipe.Description = desc;
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_recipesMetadataCache.Add(constructionProto.ID, entityId);
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} while (stack.Count > 0);
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}
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}
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private void OnConstructionGuideReceived(ResponseConstructionGuide ev)
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{
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_guideCache[ev.ConstructionId] = ev.Guide;
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ConstructionGuideAvailable?.Invoke(this, ev.ConstructionId);
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}
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/// <inheritdoc />
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<ConstructionSystem>();
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}
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public ConstructionGuide? GetGuide(ConstructionPrototype prototype)
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{
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if (_guideCache.TryGetValue(prototype.ID, out var guide))
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return guide;
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RaiseNetworkEvent(new RequestConstructionGuide(prototype.ID));
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return null;
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}
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private void HandleConstructionGhostExamined(EntityUid uid, ConstructionGhostComponent component, ExaminedEvent args)
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{
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if (component.Prototype?.Name is null)
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return;
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using (args.PushGroup(nameof(ConstructionGhostComponent)))
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{
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args.PushMarkup(Loc.GetString(
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"construction-ghost-examine-message",
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("name", component.Prototype.Name)));
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if (!PrototypeManager.TryIndex(component.Prototype.Graph, out var graph))
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return;
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var startNode = graph.Nodes[component.Prototype.StartNode];
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if (!graph.TryPath(component.Prototype.StartNode, component.Prototype.TargetNode, out var path) ||
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!startNode.TryGetEdge(path[0].Name, out var edge))
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{
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return;
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}
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foreach (var step in edge.Steps)
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{
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step.DoExamine(args);
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}
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}
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}
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public event EventHandler<CraftingAvailabilityChangedArgs>? CraftingAvailabilityChanged;
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public event EventHandler<string>? ConstructionGuideAvailable;
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public event EventHandler? ToggleCraftingWindow;
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public event EventHandler? FlipConstructionPrototype;
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private void HandleAckStructure(AckStructureConstructionMessage msg)
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{
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// We get sent a NetEntity but it actually corresponds to our local Entity.
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ClearGhost(msg.GhostId);
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}
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private void HandlePlayerAttached(LocalPlayerAttachedEvent msg)
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{
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var available = IsCraftingAvailable(msg.Entity);
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UpdateCraftingAvailability(available);
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}
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private bool HandleOpenCraftingMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (args.State == BoundKeyState.Down)
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ToggleCraftingWindow?.Invoke(this, EventArgs.Empty);
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return true;
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}
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private bool HandleFlip(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (args.State == BoundKeyState.Down)
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FlipConstructionPrototype?.Invoke(this, EventArgs.Empty);
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return true;
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}
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private void UpdateCraftingAvailability(bool available)
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{
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if (CraftingEnabled == available)
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return;
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CraftingAvailabilityChanged?.Invoke(this, new CraftingAvailabilityChangedArgs(available));
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CraftingEnabled = available;
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}
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private static bool IsCraftingAvailable(EntityUid? entity)
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{
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if (entity == default)
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return false;
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// TODO: Decide if entity can craft, using capabilities or something
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return true;
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}
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private bool HandleUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (!args.EntityUid.IsValid() || !IsClientSide(args.EntityUid))
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return false;
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if (!HasComp<ConstructionGhostComponent>(args.EntityUid))
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return false;
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TryStartConstruction(args.EntityUid);
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return true;
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}
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/// <summary>
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/// Creates a construction ghost at the given location.
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/// </summary>
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public void SpawnGhost(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir)
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=> TrySpawnGhost(prototype, loc, dir, out _);
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/// <summary>
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/// Creates a construction ghost at the given location.
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/// </summary>
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public bool TrySpawnGhost(
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ConstructionPrototype prototype,
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EntityCoordinates loc,
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Direction dir,
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[NotNullWhen(true)] out EntityUid? ghost)
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{
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ghost = null;
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if (_playerManager.LocalEntity is not { } user ||
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!user.IsValid())
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{
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return false;
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}
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if (!TryGetRecipePrototype(prototype.ID, out var targetProtoId) || !PrototypeManager.TryIndex(targetProtoId, out EntityPrototype? targetProto))
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return false;
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if (GhostPresent(loc))
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return false;
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var predicate = GetPredicate(prototype.CanBuildInImpassable, _transformSystem.ToMapCoordinates(loc));
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if (!_examineSystem.InRangeUnOccluded(user, loc, 20f, predicate: predicate))
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return false;
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if (!CheckConstructionConditions(prototype, loc, dir, user, showPopup: true))
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return false;
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ghost = Spawn("constructionghost", loc);
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var comp = Comp<ConstructionGhostComponent>(ghost.Value);
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comp.Prototype = prototype;
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comp.GhostId = ghost.GetHashCode();
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Comp<TransformComponent>(ghost.Value).LocalRotation = dir.ToAngle();
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_ghosts.Add(comp.GhostId, ghost.Value);
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var sprite = Comp<SpriteComponent>(ghost.Value);
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_sprite.SetColor((ghost.Value, sprite), new Color(48, 255, 48, 128));
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if (targetProto.TryGetComponent(out IconComponent? icon, EntityManager.ComponentFactory))
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{
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_sprite.AddBlankLayer((ghost.Value, sprite), 0);
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_sprite.LayerSetSprite((ghost.Value, sprite), 0, icon.Icon);
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sprite.LayerSetShader(0, "unshaded");
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_sprite.LayerSetVisible((ghost.Value, sprite), 0, true);
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}
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else if (targetProto.Components.TryGetValue("Sprite", out _))
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{
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var dummy = EntityManager.SpawnEntity(targetProtoId, MapCoordinates.Nullspace);
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var targetSprite = EnsureComp<SpriteComponent>(dummy);
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EntityManager.System<AppearanceSystem>().OnChangeData(dummy, targetSprite);
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for (var i = 0; i < targetSprite.AllLayers.Count(); i++)
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{
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if (!targetSprite[i].Visible || !targetSprite[i].RsiState.IsValid)
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continue;
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var rsi = targetSprite[i].Rsi ?? targetSprite.BaseRSI;
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if (rsi is null || !rsi.TryGetState(targetSprite[i].RsiState, out var state) ||
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state.StateId.Name is null)
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continue;
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_sprite.AddBlankLayer((ghost.Value, sprite), i);
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_sprite.LayerSetSprite((ghost.Value, sprite), i, new SpriteSpecifier.Rsi(rsi.Path, state.StateId.Name));
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sprite.LayerSetShader(i, "unshaded");
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_sprite.LayerSetVisible((ghost.Value, sprite), i, true);
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}
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Del(dummy);
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}
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else
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return false;
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if (prototype.CanBuildInImpassable)
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EnsureComp<WallMountComponent>(ghost.Value).Arc = new(Math.Tau);
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return true;
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}
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private bool CheckConstructionConditions(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir,
|
|
EntityUid user, bool showPopup = false)
|
|
{
|
|
foreach (var condition in prototype.Conditions)
|
|
{
|
|
if (!condition.Condition(user, loc, dir))
|
|
{
|
|
if (showPopup)
|
|
{
|
|
var message = condition.GenerateGuideEntry()?.Localization;
|
|
if (message != null)
|
|
{
|
|
// Show the reason to the user:
|
|
_popupSystem.PopupCoordinates(Loc.GetString(message), loc);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any construction ghosts are present at the given position
|
|
/// </summary>
|
|
private bool GhostPresent(EntityCoordinates loc)
|
|
{
|
|
foreach (var ghost in _ghosts)
|
|
{
|
|
if (Comp<TransformComponent>(ghost.Value).Coordinates.Equals(loc))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void TryStartConstruction(EntityUid ghostId, ConstructionGhostComponent? ghostComp = null)
|
|
{
|
|
if (!Resolve(ghostId, ref ghostComp))
|
|
return;
|
|
|
|
if (ghostComp.Prototype == null)
|
|
{
|
|
throw new ArgumentException($"Can't start construction for a ghost with no prototype. Ghost id: {ghostId}");
|
|
}
|
|
|
|
var transform = Comp<TransformComponent>(ghostId);
|
|
var msg = new TryStartStructureConstructionMessage(GetNetCoordinates(transform.Coordinates), ghostComp.Prototype.ID, transform.LocalRotation, ghostId.GetHashCode());
|
|
RaiseNetworkEvent(msg);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts constructing an item underneath the attached entity.
|
|
/// </summary>
|
|
public void TryStartItemConstruction(string prototypeName)
|
|
{
|
|
RaiseNetworkEvent(new TryStartItemConstructionMessage(prototypeName));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a construction ghost entity with the given ID.
|
|
/// </summary>
|
|
public void ClearGhost(int ghostId)
|
|
{
|
|
if (!_ghosts.TryGetValue(ghostId, out var ghost))
|
|
return;
|
|
|
|
QueueDel(ghost);
|
|
_ghosts.Remove(ghostId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes all construction ghosts.
|
|
/// </summary>
|
|
public void ClearAllGhosts()
|
|
{
|
|
foreach (var ghost in _ghosts.Values)
|
|
{
|
|
QueueDel(ghost);
|
|
}
|
|
|
|
_ghosts.Clear();
|
|
}
|
|
}
|
|
|
|
public sealed class CraftingAvailabilityChangedArgs : EventArgs
|
|
{
|
|
public bool Available { get; }
|
|
|
|
public CraftingAvailabilityChangedArgs(bool available)
|
|
{
|
|
Available = available;
|
|
}
|
|
}
|
|
}
|