private bool TryStartStructureConstruction(IEntity placingEnt, GridCoordinates loc, string prototypeName, Angle angle) { var prototype = _prototypeManager.Index <ConstructionPrototype>(prototypeName); if (!InteractionChecks.InRangeUnobstructed(placingEnt, loc.ToMap(_mapManager), ignoredEnt: placingEnt, insideBlockerValid: prototype.CanBuildInImpassable)) { return(false); } if (prototype.Stages.Count < 2) { throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages."); } var stage0 = prototype.Stages[0]; if (!(stage0.Forward is ConstructionStepMaterial matStep)) { throw new NotImplementedException(); } // Try to find the stack with the material in the user's hand. var hands = placingEnt.GetComponent <HandsComponent>(); var activeHand = hands.GetActiveHand?.Owner; if (activeHand == null) { return(false); } if (!activeHand.TryGetComponent(out StackComponent stack) || !ConstructionComponent.MaterialStackValidFor(matStep, stack)) { return(false); } if (!stack.Use(matStep.Amount)) { return(false); } // OK WE'RE GOOD CONSTRUCTION STARTED. Get <AudioSystem>().PlayAtCoords("/Audio/items/deconstruct.ogg", loc); if (prototype.Stages.Count == 2) { // Exactly 2 stages, so don't make an intermediate frame. var ent = _serverEntityManager.SpawnEntity(prototype.Result, loc); ent.Transform.LocalRotation = angle; } else { var frame = _serverEntityManager.SpawnEntity("structureconstructionframe", loc); var construction = frame.GetComponent <ConstructionComponent>(); construction.Init(prototype); frame.Transform.LocalRotation = angle; } return(true); }
private void TryStartItemConstruction(IEntity placingEnt, string prototypeName) { var prototype = _prototypeManager.Index <ConstructionPrototype>(prototypeName); if (prototype.Stages.Count < 2) { throw new InvalidOperationException($"Prototype '{prototypeName}' does not have enough stages."); } var stage0 = prototype.Stages[0]; if (!(stage0.Forward is ConstructionStepMaterial matStep)) { throw new NotImplementedException(); } // Try to find the stack with the material in the user's hand. var hands = placingEnt.GetComponent <HandsComponent>(); var activeHand = hands.GetActiveHand?.Owner; if (activeHand == null) { return; } if (!activeHand.TryGetComponent(out StackComponent stack) || !ConstructionComponent.MaterialStackValidFor(matStep, stack)) { return; } if (!stack.Use(matStep.Amount)) { return; } // OK WE'RE GOOD CONSTRUCTION STARTED. EntitySystem.Get <AudioSystem>().PlayFromEntity("/Audio/items/deconstruct.ogg", placingEnt); if (prototype.Stages.Count == 2) { // Exactly 2 stages, so don't make an intermediate frame. var ent = _serverEntityManager.SpawnEntity(prototype.Result, placingEnt.Transform.GridPosition); hands.PutInHandOrDrop(ent.GetComponent <ItemComponent>()); } else { //TODO: Make these viable as an item and try putting them in the players hands var frame = _serverEntityManager.SpawnEntity("structureconstructionframe", placingEnt.Transform.GridPosition); var construction = frame.GetComponent <ConstructionComponent>(); construction.Init(prototype); } }