Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -1,20 +1,18 @@
using System.Runtime.InteropServices;
using Content.Shared.Damage;
using Content.Shared.Doors.Systems;
using Content.Shared.Tools;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Timing;
using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
namespace Content.Shared.Doors.Components;
[NetworkedComponent]
[RegisterComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class DoorComponent : Component
{
/// <summary>
@@ -24,7 +22,7 @@ public sealed partial class DoorComponent : Component
/// This should never be set directly, use <see cref="SharedDoorSystem.SetState(EntityUid, DoorState, DoorComponent?)"/> instead.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("state")]
[DataField, AutoNetworkedField]
[Access(typeof(SharedDoorSystem))]
public DoorState State = DoorState.Closed;
@@ -35,46 +33,47 @@ public sealed partial class DoorComponent : Component
/// <summary>
/// Closing time until impassable. Total time is this plus <see cref="CloseTimeTwo"/>.
/// </summary>
[DataField("closeTimeOne")]
[DataField]
public TimeSpan CloseTimeOne = TimeSpan.FromSeconds(0.4f);
/// <summary>
/// Closing time until fully closed. Total time is this plus <see cref="CloseTimeOne"/>.
/// </summary>
[DataField("closeTimeTwo")]
[DataField]
public TimeSpan CloseTimeTwo = TimeSpan.FromSeconds(0.2f);
/// <summary>
/// Opening time until passable. Total time is this plus <see cref="OpenTimeTwo"/>.
/// </summary>
[DataField("openTimeOne")]
[DataField]
public TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.4f);
/// <summary>
/// Opening time until fully open. Total time is this plus <see cref="OpenTimeOne"/>.
/// </summary>
[DataField("openTimeTwo")]
[DataField]
public TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.2f);
/// <summary>
/// Interval between deny sounds & visuals;
/// </summary>
[DataField("denyDuration")]
[DataField]
public TimeSpan DenyDuration = TimeSpan.FromSeconds(0.45f);
[DataField("emagDuration")]
[DataField]
public TimeSpan EmagDuration = TimeSpan.FromSeconds(0.8f);
/// <summary>
/// When the door is active, this is the time when the state will next update.
/// </summary>
[AutoNetworkedField]
public TimeSpan? NextStateChange;
/// <summary>
/// Whether the door is currently partially closed or open. I.e., when the door is "closing" and is already opaque,
/// but not yet actually closed.
/// </summary>
[DataField("partial")]
[DataField, AutoNetworkedField]
public bool Partial;
#endregion
@@ -115,30 +114,30 @@ public sealed partial class DoorComponent : Component
/// This is how long a door-crush will stun you. This also determines how long it takes the door to open up
/// again. Total stun time is actually given by this plus <see cref="OpenTimeOne"/>.
/// </summary>
[DataField("doorStunTime")]
[DataField]
public TimeSpan DoorStunTime = TimeSpan.FromSeconds(2f);
[DataField("crushDamage")]
[DataField]
public DamageSpecifier? CrushDamage;
/// <summary>
/// If false, this door is incapable of crushing entities. This just determines whether it will apply damage and
/// stun, not whether it can close despite entities being in the way.
/// </summary>
[DataField("canCrush")]
[DataField]
public bool CanCrush = true;
/// <summary>
/// Whether to check for colliding entities before closing. This may be overridden by other system by subscribing to
/// <see cref="BeforeDoorClosedEvent"/>. For example, hacked airlocks will set this to false.
/// </summary>
[DataField("performCollisionCheck")]
[DataField]
public bool PerformCollisionCheck = true;
/// <summary>
/// List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen().
/// </summary>
[DataField("currentlyCrushing")]
[DataField, AutoNetworkedField]
public HashSet<EntityUid> CurrentlyCrushing = new();
#endregion
@@ -152,7 +151,7 @@ public sealed partial class DoorComponent : Component
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField("openSpriteState")]
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public string OpenSpriteState = "open";
@@ -165,7 +164,7 @@ public sealed partial class DoorComponent : Component
/// <summary>
/// The sprite state used for the door when it's closed.
/// </summary>
[DataField("closedSpriteState")]
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public string ClosedSpriteState = "closed";
@@ -178,37 +177,37 @@ public sealed partial class DoorComponent : Component
/// <summary>
/// The sprite state used for the door when it's opening.
/// </summary>
[DataField("openingSpriteState")]
[DataField]
public string OpeningSpriteState = "opening";
/// <summary>
/// The sprite state used for the door when it's closing.
/// </summary>
[DataField("closingSpriteState")]
[DataField]
public string ClosingSpriteState = "closing";
/// <summary>
/// The sprite state used for the door when it's being emagged.
/// </summary>
[DataField("emaggingSpriteState")]
[DataField]
public string EmaggingSpriteState = "emagging";
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField("openingAnimationTime")]
[DataField]
public float OpeningAnimationTime = 0.8f;
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField("closingAnimationTime")]
[DataField]
public float ClosingAnimationTime = 0.8f;
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField("emaggingAnimationTime")]
[DataField]
public float EmaggingAnimationTime = 1.5f;
/// <summary>
@@ -237,7 +236,7 @@ public sealed partial class DoorComponent : Component
/// <summary>
/// Time until next state change. Because apparently <see cref="IGameTiming.CurTime"/> might not get saved/restored.
/// </summary>
[DataField("SecondsUntilStateChange")]
[DataField]
private float? SecondsUntilStateChange
{
[UsedImplicitly]
@@ -262,47 +261,47 @@ public sealed partial class DoorComponent : Component
}
#endregion
[DataField("canPry"), ViewVariables(VVAccess.ReadWrite)]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool CanPry = true;
[DataField("pryingQuality", customTypeSerializer: typeof(PrototypeIdSerializer<ToolQualityPrototype>))]
public string PryingQuality = "Prying";
[DataField]
public ProtoId<ToolQualityPrototype> PryingQuality = "Prying";
/// <summary>
/// Default time that the door should take to pry open.
/// </summary>
[DataField("pryTime"), ViewVariables(VVAccess.ReadWrite)]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float PryTime = 1.5f;
[DataField("changeAirtight")]
[DataField]
public bool ChangeAirtight = true;
/// <summary>
/// Whether the door blocks light.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("occludes")]
[DataField]
public bool Occludes = true;
/// <summary>
/// Whether the door will open when it is bumped into.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("bumpOpen")]
[DataField]
public bool BumpOpen = true;
/// <summary>
/// Whether the door will open when it is activated or clicked.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickOpen")]
[DataField]
public bool ClickOpen = true;
[DataField("openDrawDepth", customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
public int OpenDrawDepth = (int)DrawDepth.DrawDepth.Doors;
[DataField(customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
public int OpenDrawDepth = (int) DrawDepth.DrawDepth.Doors;
[DataField("closedDrawDepth", customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
public int ClosedDrawDepth = (int)DrawDepth.DrawDepth.Doors;
[DataField(customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
public int ClosedDrawDepth = (int) DrawDepth.DrawDepth.Doors;
}
[Serializable, NetSerializable]
@@ -335,20 +334,3 @@ public enum DoorVisualLayers : byte
BaseBolted,
BaseEmergencyAccess,
}
[Serializable, NetSerializable]
public sealed class DoorComponentState : ComponentState
{
public readonly DoorState DoorState;
public readonly HashSet<NetEntity> CurrentlyCrushing;
public readonly TimeSpan? NextStateChange;
public readonly bool Partial;
public DoorComponentState(DoorComponent door, HashSet<NetEntity> currentlyCrushing)
{
DoorState = door.State;
CurrentlyCrushing = currentlyCrushing;
NextStateChange = door.NextStateChange;
Partial = door.Partial;
}
}