Serialization v3 content PR (#3491)
* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -14,7 +14,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.ActionBlocking
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@@ -27,60 +27,70 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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/// The time it takes to apply a <see cref="CuffedComponent"/> to an entity.
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/// </summary>
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[ViewVariables]
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public float CuffTime { get; set; }
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[DataField("cuffTime")]
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public float CuffTime { get; set; } = 5f;
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/// <summary>
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/// The time it takes to remove a <see cref="CuffedComponent"/> from an entity.
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/// </summary>
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[ViewVariables]
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public float UncuffTime { get; set; }
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[DataField("uncuffTime")]
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public float UncuffTime { get; set; } = 5f;
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/// <summary>
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/// The time it takes for a cuffed entity to remove <see cref="CuffedComponent"/> from itself.
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/// </summary>
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[ViewVariables]
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public float BreakoutTime { get; set; }
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[DataField("breakoutTime")]
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public float BreakoutTime { get; set; } = 30f;
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/// <summary>
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/// If an entity being cuffed is stunned, this amount of time is subtracted from the time it takes to add/remove their cuffs.
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/// </summary>
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[ViewVariables]
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public float StunBonus { get; set; }
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[DataField("stunBonus")]
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public float StunBonus { get; set; } = 2f;
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/// <summary>
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/// Will the cuffs break when removed?
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/// </summary>
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[ViewVariables]
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[DataField("breakOnRemove")]
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public bool BreakOnRemove { get; set; }
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/// <summary>
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/// The path of the RSI file used for the player cuffed overlay.
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/// </summary>
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[ViewVariables]
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public string? CuffedRSI { get; set; }
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[DataField("cuffedRSI")]
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public string? CuffedRSI { get; set; } = "Objects/Misc/handcuffs.rsi";
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/// <summary>
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/// The iconstate used with the RSI file for the player cuffed overlay.
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/// </summary>
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[ViewVariables]
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public string? OverlayIconState { get; set; }
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[DataField("bodyIconState")]
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public string? OverlayIconState { get; set; } = "body-overlay";
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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[DataField("brokenIconState")]
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public string? BrokenState { get; set; }
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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[DataField("brokenName")]
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public string BrokenName { get; set; } = default!;
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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[DataField("brokenDesc")]
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public string BrokenDesc { get; set; } = default!;
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[ViewVariables]
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@@ -101,12 +111,21 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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}
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}
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public string? StartCuffSound { get; set; }
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public string? EndCuffSound { get; set; }
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public string? StartBreakoutSound { get; set; }
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public string? StartUncuffSound { get; set; }
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public string? EndUncuffSound { get; set; }
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public Color Color { get; set; }
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[DataField("startCuffSound")]
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public string StartCuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_start.ogg";
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[DataField("endCuffSound")] public string EndCuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_end.ogg";
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[DataField("startBreakoutSound")]
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public string StartBreakoutSound { get; set; } = "/Audio/Items/Handcuffs/cuff_breakout_start.ogg";
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[DataField("startUncuffSound")]
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public string StartUncuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_takeoff_start.ogg";
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[DataField("endUncuffSound")]
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public string EndUncuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_takeoff_end.ogg";
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[DataField("color")]
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public Color Color { get; set; } = Color.White;
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// Non-exposed data fields
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private bool _isBroken = false;
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@@ -116,27 +135,6 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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/// </summary>
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private bool _cuffing;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.CuffTime, "cuffTime", 5.0f);
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serializer.DataField(this, x => x.BreakoutTime, "breakoutTime", 30.0f);
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serializer.DataField(this, x => x.UncuffTime, "uncuffTime", 5.0f);
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serializer.DataField(this, x => x.StunBonus, "stunBonus", 2.0f);
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serializer.DataField(this, x => x.StartCuffSound, "startCuffSound", "/Audio/Items/Handcuffs/cuff_start.ogg");
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serializer.DataField(this, x => x.EndCuffSound, "endCuffSound", "/Audio/Items/Handcuffs/cuff_end.ogg");
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serializer.DataField(this, x => x.StartUncuffSound, "startUncuffSound", "/Audio/Items/Handcuffs/cuff_takeoff_start.ogg");
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serializer.DataField(this, x => x.EndUncuffSound, "endUncuffSound", "/Audio/Items/Handcuffs/cuff_takeoff_end.ogg");
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serializer.DataField(this, x => x.StartBreakoutSound, "startBreakoutSound", "/Audio/Items/Handcuffs/cuff_breakout_start.ogg");
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serializer.DataField(this, x => x.CuffedRSI, "cuffedRSI", "Objects/Misc/handcuffs.rsi");
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serializer.DataField(this, x => x.OverlayIconState, "bodyIconState", "body-overlay");
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serializer.DataField(this, x => x.Color, "color", Color.White);
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serializer.DataField(this, x => x.BreakOnRemove, "breakOnRemove", false);
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serializer.DataField(this, x => x.BrokenState, "brokenIconState", string.Empty);
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serializer.DataField(this, x => x.BrokenName, "brokenName", string.Empty);
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serializer.DataField(this, x => x.BrokenDesc, "brokenDesc", string.Empty);
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new HandcuffedComponentState(Broken ? BrokenState : string.Empty);
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