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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@@ -13,8 +13,10 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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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.Arcade
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@@ -36,33 +38,23 @@ namespace Content.Server.GameObjects.Components.Arcade
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[ViewVariables] private bool _enemyInvincibilityFlag;
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[ViewVariables] private SpaceVillainGame _game = null!;
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[ViewVariables(VVAccess.ReadWrite)] private List<string> _possibleFightVerbs = null!;
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[ViewVariables(VVAccess.ReadWrite)] private List<string> _possibleFirstEnemyNames = null!;
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[ViewVariables(VVAccess.ReadWrite)] private List<string> _possibleLastEnemyNames = null!;
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[ViewVariables(VVAccess.ReadWrite)] private List<string> _possibleRewards = null!;
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public override void ExposeData(ObjectSerializer serializer)
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleFightVerbs")] private List<string> _possibleFightVerbs = new List<string>()
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{"Defeat", "Annihilate", "Save", "Strike", "Stop", "Destroy", "Robust", "Romance", "Pwn", "Own"};
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleFirstEnemyNames")] private List<string> _possibleFirstEnemyNames = new List<string>(){
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"the Automatic", "Farmer", "Lord", "Professor", "the Cuban", "the Evil", "the Dread King",
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"the Space", "Lord", "the Great", "Duke", "General"
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};
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleLastEnemyNames")] private List<string> _possibleLastEnemyNames = new List<string>()
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{
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serializer.DataField(ref _possibleFightVerbs, "possibleFightVerbs", new List<string>()
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{"Defeat", "Annihilate", "Save", "Strike", "Stop", "Destroy", "Robust", "Romance", "Pwn", "Own"});
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serializer.DataField(ref _possibleFirstEnemyNames, "possibleFirstEnemyNames", new List<string>(){
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"the Automatic", "Farmer", "Lord", "Professor", "the Cuban", "the Evil", "the Dread King",
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"the Space", "Lord", "the Great", "Duke", "General"
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});
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serializer.DataField(ref _possibleLastEnemyNames, "possibleLastEnemyNames", new List<string>()
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{
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"Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid",
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"Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn"
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});
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serializer.DataField(ref _possibleRewards, "possibleRewards", new List<string>()
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{
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"ToyMouse", "ToyAi", "ToyNuke", "ToyAssistant", "ToyGriffin", "ToyHonk", "ToyIan",
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"ToyMarauder", "ToyMauler", "ToyGygax", "ToyOdysseus", "ToyOwlman", "ToyDeathRipley",
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"ToyPhazon", "ToyFireRipley", "ToyReticence", "ToyRipley", "ToySeraph", "ToyDurand", "ToySkeleton"
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});
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_game = new SpaceVillainGame(this);
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}
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"Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid",
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"Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn"
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};
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleRewards")] private List<string> _possibleRewards = new List<string>()
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{
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"ToyMouse", "ToyAi", "ToyNuke", "ToyAssistant", "ToyGriffin", "ToyHonk", "ToyIan",
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"ToyMarauder", "ToyMauler", "ToyGygax", "ToyOdysseus", "ToyOwlman", "ToyDeathRipley",
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"ToyPhazon", "ToyFireRipley", "ToyReticence", "ToyRipley", "ToySeraph", "ToyDurand", "ToySkeleton"
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};
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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@@ -76,6 +68,8 @@ namespace Content.Server.GameObjects.Components.Arcade
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}
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if(!ActionBlockerSystem.CanInteract(actor.playerSession.AttachedEntity)) return;
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_game ??= new SpaceVillainGame(this);
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if (_wiresComponent?.IsPanelOpen == true)
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{
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_wiresComponent.OpenInterface(actor.playerSession);
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