* 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>
142 lines
5.9 KiB
C#
142 lines
5.9 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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/// <summary>
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/// Gives functionality to a <see cref="IMechanism"/> when added to it.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public interface IMechanismBehavior
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{
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/// <summary>
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/// The body that owns the <see cref="IBodyPart"/> in which the
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/// <see cref="IMechanism"/> that owns this
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/// <see cref="IMechanismBehavior"/> is in.
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/// </summary>
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IBody? Body { get; }
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/// <summary>
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/// The part in which the <see cref="IMechanism"/> that owns this
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/// <see cref="IMechanismBehavior"/> is in.
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/// </summary>
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IBodyPart? Part { get; }
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/// <summary>
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/// Upward reference to the parent <see cref="IMechanism"/> that this
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/// behavior is attached to.
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/// </summary>
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IMechanism Parent { get; }
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/// <summary>
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/// The entity that owns <see cref="Parent"/>.
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/// For the entity owning the body that this mechanism may be in,
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/// see <see cref="Body"/>'s <see cref="IBody.Owner"/>.
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/// </summary>
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IEntity Owner { get; }
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/// <summary>
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/// Called when this <see cref="IMechanismBehavior"/> is added to a
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/// <see cref="IMechanism"/>, during <see cref="IComponent.Initialize"/>.
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/// If it is added after component initialization,
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/// it is called immediately.
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/// </summary>
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/// <param name="parent">
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/// The mechanism that owns this <see cref="IMechanismBehavior"/>.
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/// </param>
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void Initialize(IMechanism parent);
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/// <summary>
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/// Called when this <see cref="IMechanismBehavior"/> is added to a
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/// <see cref="IMechanism"/>, during <see cref="IComponent.Startup"/>.
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/// If it is added after component startup, it is called immediately.
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/// </summary>
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void Startup();
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/// <summary>
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/// Runs an update cycle on this <see cref="IMechanismBehavior"/>.
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/// </summary>
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/// <param name="frameTime">
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/// The amount of seconds that passed since the last update.
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/// </param>
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void Update(float frameTime);
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head with a brain inside to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="body">
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/// The body that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToBody(IBody body);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// added into a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, adding a brain to a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="part">
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/// The part that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToPart(IBodyPart part);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is added to a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, adding a brain to a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="body">
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/// The body that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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/// <param name="part">
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/// The part that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToPartInBody(IBody body, IBodyPart part);
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/// <summary>
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/// Called when the parent <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, removing a head with a brain inside from a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="old">
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/// The body that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromBody(IBody old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// removed from a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, removing a brain from a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="old">
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/// The part that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromPart(IBodyPart old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is removed from a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, removing a brain from a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="oldBody">
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/// The body that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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/// <param name="oldPart">
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/// The part that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromPartInBody(IBody oldBody, IBodyPart oldPart);
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}
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}
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