* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent. * Fixes power tests with new anchored requirements. * Moved AnchorableComponent into construction. AnchorableComponent now uses Transform.Anchored. * Fixed bug with nodes, power works again. * Adds lifetime stages to Component. * Update Engine to v0.4.70.
167 lines
4.9 KiB
C#
167 lines
4.9 KiB
C#
#nullable enable
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using Content.Server.Power.Components;
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using Content.Server.UserInterface;
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using Content.Shared.Acts;
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using Content.Shared.Gravity;
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using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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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.Gravity
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{
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[RegisterComponent]
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public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IBreakAct, IInteractHand
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{
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[ComponentDependency] private readonly AppearanceComponent? _appearance = default!;
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[DataField("switchedOn")]
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private bool _switchedOn = true;
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[DataField("intact")]
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private bool _intact = true;
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private GravityGeneratorStatus _status;
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public bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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public bool SwitchedOn => _switchedOn;
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public bool Intact => _intact;
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public GravityGeneratorStatus Status => _status;
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public bool NeedsUpdate
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{
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get
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{
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switch (_status)
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{
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case GravityGeneratorStatus.On:
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return !(Powered && SwitchedOn && Intact);
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case GravityGeneratorStatus.Off:
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return SwitchedOn || !(Powered && Intact);
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case GravityGeneratorStatus.Unpowered:
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return SwitchedOn || Powered || !Intact;
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case GravityGeneratorStatus.Broken:
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return SwitchedOn || Powered || Intact;
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default:
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return true; // This _should_ be unreachable
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}
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}
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}
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public override string Name => "GravityGenerator";
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(GravityGeneratorUiKey.Key);
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protected override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += HandleUIMessage;
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}
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_switchedOn = true;
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_intact = true;
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_status = GravityGeneratorStatus.On;
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UpdateState();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent<ActorComponent>(out var actor))
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return false;
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if (Status != GravityGeneratorStatus.Off && Status != GravityGeneratorStatus.On)
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{
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return false;
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}
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OpenUserInterface(actor.PlayerSession);
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return true;
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}
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public void OnBreak(BreakageEventArgs eventArgs)
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{
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_intact = false;
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_switchedOn = false;
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}
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public void UpdateState()
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{
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if (!Intact)
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{
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MakeBroken();
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}
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else if (!Powered)
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{
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MakeUnpowered();
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}
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else if (!SwitchedOn)
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{
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MakeOff();
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}
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else
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{
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MakeOn();
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}
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}
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private void HandleUIMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case GeneratorStatusRequestMessage _:
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UserInterface?.SetState(new GeneratorState(Status == GravityGeneratorStatus.On));
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break;
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case SwitchGeneratorMessage msg:
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_switchedOn = msg.On;
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UpdateState();
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break;
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default:
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break;
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}
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}
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private void OpenUserInterface(IPlayerSession playerSession)
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{
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UserInterface?.Open(playerSession);
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}
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private void MakeBroken()
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{
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_status = GravityGeneratorStatus.Broken;
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
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}
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private void MakeUnpowered()
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{
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_status = GravityGeneratorStatus.Unpowered;
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
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}
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private void MakeOff()
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{
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_status = GravityGeneratorStatus.Off;
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
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}
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private void MakeOn()
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{
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_status = GravityGeneratorStatus.On;
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, true);
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}
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}
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}
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