Files
tbd-station-14/Content.Server/GameObjects/Components/Disposal/DisposalHolderComponent.cs
Paul Ritter 5c50b1f6ed 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>
2021-03-05 01:08:38 +01:00

191 lines
5.3 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.Interfaces;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.Components.Body;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Disposal
{
// TODO: Add gas
[RegisterComponent]
public class DisposalHolderComponent : Component, IGasMixtureHolder
{
public override string Name => "DisposalHolder";
private Container _contents = null!;
/// <summary>
/// The total amount of time that it will take for this entity to
/// be pushed to the next tube
/// </summary>
[ViewVariables]
private float StartingTime { get; set; }
/// <summary>
/// Time left until the entity is pushed to the next tube
/// </summary>
[ViewVariables]
private float TimeLeft { get; set; }
[ViewVariables]
public IDisposalTubeComponent? PreviousTube { get; set; }
[ViewVariables]
public IDisposalTubeComponent? CurrentTube { get; private set; }
[ViewVariables]
public IDisposalTubeComponent? NextTube { get; set; }
/// <summary>
/// A list of tags attached to the content, used for sorting
/// </summary>
[ViewVariables]
public HashSet<string> Tags { get; set; } = new();
[ViewVariables]
[DataField("air")]
public GasMixture Air { get; set; } = new GasMixture(Atmospherics.CellVolume);
public override void Initialize()
{
base.Initialize();
_contents = ContainerHelpers.EnsureContainer<Container>(Owner, nameof(DisposalHolderComponent));
}
public override void OnRemove()
{
base.OnRemove();
ExitDisposals();
}
private bool CanInsert(IEntity entity)
{
if (!_contents.CanInsert(entity))
{
return false;
}
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
!physics.CanCollide)
{
return false;
}
return entity.HasComponent<ItemComponent>() ||
entity.HasComponent<IBody>();
}
public bool TryInsert(IEntity entity)
{
if (!CanInsert(entity) || !_contents.Insert(entity))
{
return false;
}
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
physics.CanCollide = false;
}
return true;
}
public void EnterTube(IDisposalTubeComponent tube)
{
if (CurrentTube != null)
{
PreviousTube = CurrentTube;
}
Owner.Transform.Coordinates = tube.Owner.Transform.Coordinates;
CurrentTube = tube;
NextTube = tube.NextTube(this);
StartingTime = 0.1f;
TimeLeft = 0.1f;
}
public void ExitDisposals()
{
PreviousTube = null;
CurrentTube = null;
NextTube = null;
StartingTime = 0;
TimeLeft = 0;
foreach (var entity in _contents.ContainedEntities.ToArray())
{
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
physics.CanCollide = true;
}
_contents.ForceRemove(entity);
if (entity.Transform.Parent == Owner.Transform)
{
entity.Transform.AttachParentToContainerOrGrid();
}
}
if (Owner.Transform.Coordinates.TryGetTileAtmosphere(out var tileAtmos) &&
tileAtmos.Air != null)
{
tileAtmos.AssumeAir(Air);
Air.Clear();
}
Owner.Delete();
}
public void Update(float frameTime)
{
while (frameTime > 0)
{
var time = frameTime;
if (time > TimeLeft)
{
time = TimeLeft;
}
TimeLeft -= time;
frameTime -= time;
if (CurrentTube == null)
{
ExitDisposals();
break;
}
if (TimeLeft > 0)
{
var progress = 1 - TimeLeft / StartingTime;
var origin = CurrentTube.Owner.Transform.WorldPosition;
var destination = CurrentTube.NextDirection(this).ToVec();
var newPosition = destination * progress;
Owner.Transform.WorldPosition = origin + newPosition;
continue;
}
if (NextTube == null || !CurrentTube.TransferTo(this, NextTube))
{
CurrentTube.Remove(this);
break;
}
}
}
}
}