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