Refactor a bunch of stuff.

This commit is contained in:
zumorica
2020-05-19 13:55:52 +02:00
parent 06c7030514
commit 06d2cc74ed
17 changed files with 153 additions and 347 deletions

View File

@@ -1,5 +1,6 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Interactable;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
@@ -26,7 +27,7 @@ namespace Content.Server.GameObjects.Components.Interactable
private string _sprite;
private string _changeSound;
public Tool Behavior { get; private set; }
public ToolQuality Behavior { get; private set; }
public string State => _state;
public string Texture => _texture;
public string Sprite => _sprite;
@@ -37,7 +38,7 @@ namespace Content.Server.GameObjects.Components.Interactable
public void ExposeData(ObjectSerializer serializer)
{
if(serializer.Reading)
Behavior = (Tool)serializer.ReadStringEnumKey("behavior");
Behavior = (ToolQuality)serializer.ReadStringEnumKey("behavior");
serializer.DataField(ref _state, "state", string.Empty);
serializer.DataField(ref _sprite, "sprite", string.Empty);
serializer.DataField(ref _texture, "texture", string.Empty);
@@ -52,6 +53,7 @@ namespace Content.Server.GameObjects.Components.Interactable
#pragma warning restore 649
public override string Name => "MultiTool";
public override uint? NetID => ContentNetIDs.MULTITOOLS;
private List<ToolEntry> _tools;
private int _currentTool = 0;
@@ -87,7 +89,7 @@ namespace Content.Server.GameObjects.Components.Interactable
_tool.UseSound = current.Sound;
_tool.UseSoundCollection = current.SoundCollection;
_tool.Behavior = current.Behavior;
_tool.Qualities = current.Behavior;
if (_sprite == null) return;
@@ -98,6 +100,8 @@ namespace Content.Server.GameObjects.Components.Interactable
_sprite.LayerSetState(0, current.State);
else
_sprite.LayerSetTexture(0, current.Texture);
Dirty();
}
public override void ExposeData(ObjectSerializer serializer)
@@ -111,5 +115,10 @@ namespace Content.Server.GameObjects.Components.Interactable
Cycle();
return true;
}
public override ComponentState GetComponentState()
{
return new MultiToolComponentState(_tool.Qualities);
}
}
}

View File

@@ -2,6 +2,7 @@
// ReSharper disable once RedundantUsingDirective
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Metadata.Ecma335;
using Content.Server.GameObjects.Components.Chemistry;
@@ -46,18 +47,18 @@ namespace Content.Server.GameObjects.Components.Interactable
private InteractionSystem _interactionSystem;
private SpriteComponent _spriteComponent;
protected Tool _behavior = Tool.Wrench;
protected ToolQuality _qualities = ToolQuality.Anchoring;
private string _useSound;
private string _useSoundCollection;
private float _speedModifier = 1;
[ViewVariables]
public override Tool Behavior
public override ToolQuality Qualities
{
get => _behavior;
get => _qualities;
set
{
_behavior = value;
_qualities = value;
Dirty();
}
}
@@ -84,6 +85,23 @@ namespace Content.Server.GameObjects.Components.Interactable
set => _useSoundCollection = value;
}
public void AddQuality(ToolQuality quality)
{
_qualities |= quality;
Dirty();
}
public void RemoveQuality(ToolQuality quality)
{
_qualities &= ~quality;
Dirty();
}
public bool HasQuality(ToolQuality quality)
{
return _qualities.HasFlag(quality);
}
public override void Initialize()
{
base.Initialize();
@@ -99,13 +117,10 @@ namespace Content.Server.GameObjects.Components.Interactable
if (serializer.Reading)
{
try
var qualities = serializer.ReadDataField("qualities", new List<ToolQuality>());
foreach (var quality in qualities)
{
_behavior = (Tool)serializer.ReadStringEnumKey("behavior");
}
catch
{
// ignored
AddQuality(quality);
}
}
serializer.DataField(ref _speedModifier, "speed", 1);
@@ -113,22 +128,11 @@ namespace Content.Server.GameObjects.Components.Interactable
serializer.DataField(ref _useSoundCollection, "useSoundCollection", string.Empty);
}
/// <summary>
/// Status modifier which determines whether or not we can act as a tool at this time
/// </summary>
public virtual bool CanUse(float resource)
public virtual bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded)
{
return true;
}
PlayUseSound();
/// <summary>
/// Method which will try to use the current tool and consume resources/power if applicable.
/// </summary>
/// <param name="resource">The amount of resource</param>
/// <returns>Whether the tool could be used or not.</returns>
public virtual bool TryUse(float resource = 0f)
{
return true;
return ActionBlockerSystem.CanInteract(user) && HasQuality(toolQualityNeeded);
}
protected void PlaySoundCollection(string name, float volume=-5f)
@@ -147,17 +151,9 @@ namespace Content.Server.GameObjects.Components.Interactable
PlaySoundCollection(UseSoundCollection, 0f);
}
public override ComponentState GetComponentState()
{
return new ToolComponentState(Behavior);
}
public void AfterAttack(AfterAttackEventArgs eventArgs)
{
if (eventArgs.Attacked != null && RaiseToolAct(eventArgs))
return;
if (Behavior != Tool.Crowbar)
if (Qualities != ToolQuality.Prying)
return;
var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GridID);
@@ -180,101 +176,5 @@ namespace Content.Server.GameObjects.Components.Interactable
var tileItem = Owner.EntityManager.SpawnEntity(tileDef.ItemDropPrototypeName, coordinates);
tileItem.Transform.WorldPosition += (0.2f, 0.2f);
}
private bool RaiseToolAct(AfterAttackEventArgs eventArgs)
{
var attacked = eventArgs.Attacked;
var clickLocation = eventArgs.ClickLocation;
var user = eventArgs.User;
switch (Behavior)
{
case Tool.Wrench:
var wrenchList = attacked.GetAllComponents<IWrenchAct>().ToList();
var wrenchAttackBy = new WrenchActEventArgs()
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
foreach (var comp in wrenchList)
{
if (comp.WrenchAct(wrenchAttackBy))
return true;
}
break;
case Tool.Crowbar:
var crowbarList = attacked.GetAllComponents<ICrowbarAct>().ToList();
var crowbarAttackBy = new CrowbarActEventArgs()
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
foreach (var comp in crowbarList)
{
if (comp.CrowbarAct(crowbarAttackBy))
return true;
}
break;
case Tool.Screwdriver:
var screwdriverList = attacked.GetAllComponents<IScrewdriverAct>().ToList();
var screwdriverAttackBy = new ScrewdriverActEventArgs()
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
foreach (var comp in screwdriverList)
{
if (comp.ScrewdriverAct(screwdriverAttackBy))
return true;
}
break;
case Tool.Wirecutter:
var wirecutterList = attacked.GetAllComponents<IWirecutterAct>().ToList();
var wirecutterAttackBy = new WirecutterActEventArgs()
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
foreach (var comp in wirecutterList)
{
if (comp.WirecutterAct(wirecutterAttackBy))
return true;
}
break;
case Tool.Welder:
var welderList = attacked.GetAllComponents<IWelderAct>().ToList();
var welder = (WelderComponent) this;
var welderAttackBy = new WelderActEventArgs()
{
User = user, ClickLocation = clickLocation, AttackWith = Owner,
Fuel = welder.Fuel, FuelCapacity = welder.FuelCapacity
};
foreach (var comp in welderList)
{
if (comp.WelderAct(welderAttackBy))
return true;
}
break;
case Tool.Multitool:
var multitoolList = attacked.GetAllComponents<IMultitoolAct>().ToList();
var multitoolAttackBy = new MultitoolActEventArgs()
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
foreach (var comp in multitoolList)
{
if (comp.MultitoolAct(multitoolAttackBy))
return true;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
return false;
}
}
}

View File

@@ -21,7 +21,6 @@ namespace Content.Server.GameObjects.Components.Interactable
{
#pragma warning disable 649
[Dependency] private IEntitySystemManager _entitySystemManager;
[Dependency] private readonly IRobustRandom _robustRandom;
#pragma warning restore 649
public override string Name => "Welder";
@@ -38,7 +37,6 @@ namespace Content.Server.GameObjects.Components.Interactable
public const float FuelLossRate = 0.5f;
private bool _welderLit = false;
private WelderSystem _welderSystem;
private SpriteComponent _spriteComponent;
private SolutionComponent _solutionComponent;
@@ -67,7 +65,7 @@ namespace Content.Server.GameObjects.Components.Interactable
{
base.Initialize();
_behavior = Tool.Welder;
AddQuality(ToolQuality.Welding);
_welderSystem = _entitySystemManager.GetEntitySystem<WelderSystem>();
@@ -80,41 +78,40 @@ namespace Content.Server.GameObjects.Components.Interactable
return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
}
public bool CanUse()
public override bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded)
{
return CanWeld(DefaultFuelCost);
var canUse = base.UseTool(user, target, toolQualityNeeded);
return toolQualityNeeded.HasFlag(ToolQuality.Welding) ? canUse && TryWeld(DefaultFuelCost) : canUse;
}
public bool TryUse()
public bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded, float fuelConsumed)
{
return TryWeld(DefaultFuelCost);
return base.UseTool(user, target, toolQualityNeeded) && TryWeld(fuelConsumed);
}
public bool TryWeld(float value)
private bool TryWeld(float value)
{
if (!WelderLit || !CanWeld(value) || _solutionComponent == null)
{
return false;
}
return _solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(value));
}
public bool CanWeld(float value)
private bool CanWeld(float value)
{
return Fuel > value || Behavior != Tool.Welder;
return Fuel > value || Qualities != ToolQuality.Welding;
}
public bool CanLitWelder()
private bool CanLitWelder()
{
return Fuel > 0 || Behavior != Tool.Welder;
return Fuel > 0 || Qualities != ToolQuality.Welding;
}
/// <summary>
/// Deactivates welding tool if active, activates welding tool if possible
/// </summary>
/// <returns></returns>
public bool ToggleWelderStatus()
private bool ToggleWelderStatus()
{
if (WelderLit)
{
@@ -157,17 +154,13 @@ namespace Content.Server.GameObjects.Components.Interactable
public void OnUpdate(float frameTime)
{
if (Behavior != Tool.Welder || !WelderLit)
{
if (!HasQuality(ToolQuality.Welding) || !WelderLit)
return;
}
_solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
if (Fuel == 0)
{
ToggleWelderStatus();
}
Dirty();
}