Beispiel #1
0
 /// <summary>
 /// Performs common tool usage logic and also sends start / end action messages, and invokes a callback on success.
 /// </summary>
 /// <param name="handApply">interaction causing the tool use</param>
 /// <param name="seconds">seconds taken to perform the action, 0 if it should be instant</param>
 /// <param name="performerStartActionMessage">message to show performer when action begins.</param>
 /// <param name="othersStartActionMessage">message to show others when action begins.</param>
 /// <param name="performerFinishActionMessage">message to show performer when action completes successfully.</param>
 /// <param name="othersFinishActionMessage">message to show others when action completes successfully.</param>
 /// <param name="onSuccessfulCompletion">called when action is completed</param>
 public static void ServerUseToolWithActionMessages(PositionalHandApply handApply,
                                                    float seconds, string performerStartActionMessage, string othersStartActionMessage,
                                                    string performerFinishActionMessage,
                                                    string othersFinishActionMessage, Action onSuccessfulCompletion)
 {
     ServerUseToolWithActionMessages(handApply.Performer, handApply.HandObject,
                                     ActionTarget.Tile(handApply.WorldPositionTarget), seconds, performerStartActionMessage, othersStartActionMessage,
                                     performerFinishActionMessage, othersFinishActionMessage, onSuccessfulCompletion);
 }
 /// <summary>
 /// Performs common tool usage logic and also sends start / end action messages, and invokes a callback on success.
 /// </summary>
 /// <param name="handApply">interaction causing the tool use</param>
 /// <param name="seconds">seconds taken to perform the action, 0 if it should be instant</param>
 /// <param name="performerStartActionMessage">message to show performer when action begins.</param>
 /// <param name="othersStartActionMessage">message to show others when action begins.</param>
 /// <param name="performerFinishActionMessage">message to show performer when action completes successfully.</param>
 /// <param name="othersFinishActionMessage">message to show others when action completes successfully.</param>
 /// <param name="onSuccessfulCompletion">called when action is completed</param>
 /// <param name="performerFailMessage">message to show performer when action completes unsuccessfully.</param>
 /// <param name="othersFailMessage">message to show others when action completes unsuccessfully.</param>
 /// <param name="onFailComplete">called when action is completed unsuccessfully.</param>
 /// <param name="playSound">Whether to play default tool sound</param>
 public static void ServerUseToolWithActionMessages(PositionalHandApply handApply,
                                                    float seconds, string performerStartActionMessage, string othersStartActionMessage,
                                                    string performerFinishActionMessage,
                                                    string othersFinishActionMessage, Action onSuccessfulCompletion, string performerFailMessage = "",
                                                    string othersFailMessage = "", Action onFailComplete = null, bool playSound = true)
 {
     ServerUseToolWithActionMessages(handApply.Performer, handApply.HandObject,
                                     ActionTarget.Tile(handApply.WorldPositionTarget), seconds, performerStartActionMessage,
                                     othersStartActionMessage,
                                     performerFinishActionMessage, othersFinishActionMessage, onSuccessfulCompletion, performerFailMessage, othersFailMessage, onFailComplete, playSound);
 }
Beispiel #3
0
 /// <summary>
 /// Performs common tool usage logic and also sends start / end action messages, and invokes a callback on success.
 /// </summary>
 /// <param name="tileApply">interaction causing the tool use</param>
 /// <param name="seconds">seconds taken to perform the action, 0 if it should be instant</param>
 /// <param name="performerStartActionMessage">message to show performer when action begins.</param>
 /// <param name="othersStartActionMessage">message to show others when action begins.</param>
 /// <param name="performerFinishActionMessage">message to show performer when action completes successfully.</param>
 /// <param name="othersFinishActionMessage">message to show others when action completes successfully.</param>
 /// <param name="onSuccessfulCompletion">called when action is completed</param>
 /// <param name="performerFailMessage">message to show performer when action completes unsuccessfully.</param>
 /// <param name="othersFailMessage">message to show others when action completes unsuccessfully.</param>
 /// <param name="onFailComplete">called when action is completed unsuccessfully.</param>
 public static void ServerUseToolWithActionMessages(TileApply tileApply,
                                                    float seconds, string performerStartActionMessage, string othersStartActionMessage,
                                                    string performerFinishActionMessage,
                                                    string othersFinishActionMessage, Action onSuccessfulCompletion, string performerFailMessage = "",
                                                    string othersFailMessage = "", Action onFailComplete = null)
 {
     ServerUseToolWithActionMessages(tileApply.Performer, tileApply.HandObject,
                                     ActionTarget.Tile(tileApply.WorldPositionTarget), seconds, performerStartActionMessage,
                                     othersStartActionMessage,
                                     performerFinishActionMessage, othersFinishActionMessage, onSuccessfulCompletion, performerFailMessage, othersFailMessage, onFailComplete);
 }
Beispiel #4
0
    public override IEnumerator Process()
    {
        var clientStorage = SentByPlayer.Script.ItemStorage;
        var usedSlot      = clientStorage.GetActiveHandSlot();

        if (usedSlot == null || usedSlot.ItemObject == null)
        {
            yield break;
        }

        var hasConstructionMenu = usedSlot.ItemObject.GetComponent <BuildingMaterial>();

        if (hasConstructionMenu == null)
        {
            yield break;
        }

        var entry = hasConstructionMenu.BuildList.Entries.ToArray()[EntryIndex];

        if (!entry.CanBuildWith(hasConstructionMenu))
        {
            yield break;
        }

        //check if the space to construct on is passable
        if (!MatrixManager.IsPassableAt((Vector3Int)SentByPlayer.GameObject.TileWorldPosition(), true, includingPlayers: false))
        {
            Chat.AddExamineMsg(SentByPlayer.GameObject, "It won't fit here.");
            yield break;
        }

        //if we are building something impassable, check if there is anything on the space other than the performer.
        var atPosition =
            MatrixManager.GetAt <RegisterTile>((Vector3Int)SentByPlayer.GameObject.TileWorldPosition(), true);

        if (entry.Prefab == null)
        {
            //requires immediate attention, show it regardless of log filter:
            Logger.Log($"Construction entry is missing prefab for {entry.Name}");
            yield break;
        }

        var registerTile = entry.Prefab.GetComponent <RegisterTile>();

        if (registerTile == null)
        {
            Logger.LogWarningFormat("Buildable prefab {0} has no registerTile, no idea if it's passable", Category.Construction, entry.Prefab);
        }
        var builtObjectIsImpassable = registerTile == null || !registerTile.IsPassable(true);

        foreach (var thingAtPosition in atPosition)
        {
            if (entry.OnePerTile)
            {
                //can only build one of this on a given tile
                if (entry.Prefab.Equals(Spawn.DeterminePrefab(thingAtPosition.gameObject)))
                {
                    Chat.AddExamineMsg(SentByPlayer.GameObject, $"There's already one here.");
                    yield break;
                }
            }

            if (builtObjectIsImpassable)
            {
                //if the object we are building is itself impassable, we should check if anything blocks construciton.
                //otherwise it's fine to add it to the pile on the tile
                if (ServerValidations.IsConstructionBlocked(SentByPlayer.GameObject, null,
                                                            SentByPlayer.GameObject.TileWorldPosition()))
                {
                    yield break;
                }
            }
        }

        //build and consume
        void ProgressComplete()
        {
            if (entry.ServerBuild(SpawnDestination.At(SentByPlayer.Script.registerTile), hasConstructionMenu))
            {
                Chat.AddActionMsgToChat(SentByPlayer.GameObject, $"You finish building the {entry.Name}.",
                                        $"{SentByPlayer.GameObject.ExpensiveName()} finishes building the {entry.Name}.");
            }
        }

        Chat.AddActionMsgToChat(SentByPlayer.GameObject, $"You begin building the {entry.Name}...",
                                $"{SentByPlayer.GameObject.ExpensiveName()} begins building the {entry.Name}...");
        ToolUtils.ServerUseTool(SentByPlayer.GameObject, usedSlot.ItemObject,
                                ActionTarget.Tile(SentByPlayer.Script.registerTile.WorldPositionServer), entry.BuildTime,
                                ProgressComplete);
    }
 /// <summary>
 /// Performs common tool usage logic, such as playing the correct sound.
 /// If item is not a tool, simply performs the progress action normally.
 /// </summary>
 /// <param name="tileApply">tile apply causing the tool usage</param>
 /// <param name="seconds">seconds taken to perform the action, 0 for instant.</param>
 /// <param name="progressCompleteAction">completion callback</param>
 /// <param name="playSound">Whether to play default tool sound</param>
 /// <returns>progress bar spawned, null if progress did not start</returns>
 public static ProgressBar ServerUseTool(TileApply tileApply, float seconds = 0,
                                         Action progressCompleteAction      = null, bool playSound = true)
 {
     return(ServerUseTool(tileApply.Performer, tileApply.HandObject,
                          ActionTarget.Tile(tileApply.WorldPositionTarget), seconds, progressCompleteAction, playSound));
 }
Beispiel #6
0
 /// <summary>
 /// Performs common tool usage logic, such as playing the correct sound.
 /// If item is not a tool, simply performs the progress action normally.
 /// </summary>
 /// <param name="positionalHandApply">positional hand apply causing the tool usage</param>
 /// <param name="seconds">seconds taken to perform the action, 0 for instant.</param>
 /// <param name="progressCompleteAction">completion callback</param>
 /// <returns>progress bar spawned, null if progress did not start</returns>
 public static ProgressBar ServerUseTool(PositionalHandApply positionalHandApply, float seconds = 0,
                                         Action progressCompleteAction = null)
 {
     return(ServerUseTool(positionalHandApply.Performer, positionalHandApply.HandObject,
                          ActionTarget.Tile(positionalHandApply.WorldPositionTarget), seconds, progressCompleteAction));
 }
Beispiel #7
0
 /// <summary>
 /// Start a progress action targeting a specific tile.
 /// Tries to create and begin animating a progress bar for a specific player. Returns null
 /// if progress did not begin for some reason.
 /// </summary>
 /// <param name="progressAction">progress action being performed</param>
 /// <param name="worldTilePos">tile position the action is being performed on</param>
 /// <param name="timeForCompletion">how long in seconds the action should take</param>
 /// <param name="player">player performing the action</param>
 /// <returns>progress bar associated with this action (can use this to interrupt progress). Null if
 /// progress was not started for some reason (such as already in progress for this action on the specified tile).</returns>
 public static ProgressBar ServerStartProgress(this IProgressAction progressAction, Vector3 worldTilePos,
                                               float timeForCompletion,
                                               GameObject player)
 {
     return(UIManager._ServerStartProgress(progressAction, ActionTarget.Tile(worldTilePos), timeForCompletion, player));
 }