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>
This commit is contained in:
@@ -12,6 +12,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Damage
|
||||
@@ -22,27 +23,31 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IDamageableComponent))]
|
||||
public class DamageableComponent : Component, IDamageableComponent, IRadiationAct
|
||||
public class DamageableComponent : Component, IDamageableComponent, IRadiationAct, ISerializationHooks
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
|
||||
// TODO define these in yaml?
|
||||
public const string DefaultDamageContainer = "metallicDamageContainer";
|
||||
public const string DefaultResistanceSet = "defaultResistances";
|
||||
|
||||
public override string Name => "Damageable";
|
||||
|
||||
public override uint? NetID => ContentNetIDs.DAMAGEABLE;
|
||||
|
||||
// TODO define these in yaml?
|
||||
public const string DefaultResistanceSet = "defaultResistances";
|
||||
public const string DefaultDamageContainer = "metallicDamageContainer";
|
||||
|
||||
private readonly Dictionary<DamageType, int> _damageList = DamageTypeExtensions.ToNewDictionary();
|
||||
|
||||
private readonly HashSet<DamageType> _supportedTypes = new();
|
||||
|
||||
private readonly HashSet<DamageClass> _supportedClasses = new();
|
||||
|
||||
[DataField("flags")]
|
||||
private DamageFlag _flags;
|
||||
|
||||
// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
|
||||
[ViewVariables] public string DamageContainerId { get; set; } = default!;
|
||||
[DataField("resistances")] public string ResistanceSetId = DefaultResistanceSet;
|
||||
|
||||
[ViewVariables] private ResistanceSet Resistances { get; set; } = default!;
|
||||
// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
|
||||
[ViewVariables] [DataField("damageContainer")] public string DamageContainerId { get; set; } = DefaultDamageContainer;
|
||||
|
||||
[ViewVariables] private ResistanceSet Resistances { get; set; } = new();
|
||||
|
||||
// TODO DAMAGE Cache this
|
||||
[ViewVariables] public int TotalDamage => _damageList.Values.Sum();
|
||||
@@ -93,70 +98,24 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
return _supportedTypes.Contains(type);
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
public override void Initialize()
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
base.Initialize();
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"flags",
|
||||
new List<DamageFlag>(),
|
||||
flags =>
|
||||
{
|
||||
var result = DamageFlag.None;
|
||||
|
||||
foreach (var flag in flags)
|
||||
{
|
||||
result |= flag;
|
||||
}
|
||||
|
||||
Flags = result;
|
||||
},
|
||||
() =>
|
||||
{
|
||||
var writeFlags = new List<DamageFlag>();
|
||||
|
||||
if (Flags == DamageFlag.None)
|
||||
{
|
||||
return writeFlags;
|
||||
}
|
||||
|
||||
foreach (var flag in (DamageFlag[]) Enum.GetValues(typeof(DamageFlag)))
|
||||
{
|
||||
if ((Flags & flag) == flag)
|
||||
{
|
||||
writeFlags.Add(flag);
|
||||
}
|
||||
}
|
||||
|
||||
return writeFlags;
|
||||
});
|
||||
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
|
||||
|
||||
// TODO DAMAGE Serialize damage done and resistance changes
|
||||
serializer.DataReadWriteFunction(
|
||||
"damageContainer",
|
||||
DefaultDamageContainer,
|
||||
prototype =>
|
||||
{
|
||||
var damagePrototype = _prototypeManager.Index<DamageContainerPrototype>(prototype);
|
||||
var damagePrototype = prototypeManager.Index<DamageContainerPrototype>(DamageContainerId);
|
||||
|
||||
_supportedClasses.Clear();
|
||||
_supportedTypes.Clear();
|
||||
_supportedClasses.Clear();
|
||||
_supportedTypes.Clear();
|
||||
|
||||
DamageContainerId = damagePrototype.ID;
|
||||
_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
|
||||
_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
|
||||
},
|
||||
() => DamageContainerId);
|
||||
DamageContainerId = damagePrototype.ID;
|
||||
_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
|
||||
_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"resistances",
|
||||
DefaultResistanceSet,
|
||||
prototype =>
|
||||
{
|
||||
var resistancePrototype = _prototypeManager.Index<ResistanceSetPrototype>(prototype);
|
||||
Resistances = new ResistanceSet(resistancePrototype);
|
||||
},
|
||||
() => Resistances.ID);
|
||||
var resistancePrototype = prototypeManager.Index<ResistanceSetPrototype>(ResistanceSetId);
|
||||
Resistances = new ResistanceSet(resistancePrototype);
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
|
||||
Reference in New Issue
Block a user