Files
tbd-station-14/Content.Shared/GameObjects/Components/Chemistry/SharedSolutionContainerComponent.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

312 lines
10 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Chemistry
{
/// <summary>
/// Holds a <see cref="Solution"/> with a limited volume.
/// </summary>
public abstract class SharedSolutionContainerComponent : Component, IExamine, ISolutionInteractionsComponent
{
public override string Name => "SolutionContainer";
/// <inheritdoc />
public sealed override uint? NetID => ContentNetIDs.SOLUTION;
[ViewVariables]
[DataField("contents")]
public Solution Solution { get; private set; } = new();
public IReadOnlyList<Solution.ReagentQuantity> ReagentList => Solution.Contents;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxVol")]
public ReagentUnit MaxVolume { get; set; } = ReagentUnit.Zero;
[ViewVariables]
public ReagentUnit CurrentVolume => Solution.TotalVolume;
/// <summary>
/// Volume needed to fill this container.
/// </summary>
[ViewVariables]
public ReagentUnit EmptyVolume => MaxVolume - CurrentVolume;
[ViewVariables]
public virtual Color Color => Solution.Color;
/// <summary>
/// If reactions will be checked for when adding reagents to the container.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canReact")]
public bool CanReact { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("caps")]
public SolutionContainerCaps Capabilities { get; set; }
public bool CanExamineContents => Capabilities.HasCap(SolutionContainerCaps.CanExamine);
public bool CanUseWithChemDispenser => Capabilities.HasCap(SolutionContainerCaps.FitsInDispenser);
public bool CanInject => Capabilities.HasCap(SolutionContainerCaps.Injectable) || CanRefill;
public bool CanDraw => Capabilities.HasCap(SolutionContainerCaps.Drawable) || CanDrain;
public bool CanRefill => Capabilities.HasCap(SolutionContainerCaps.Refillable);
public bool CanDrain => Capabilities.HasCap(SolutionContainerCaps.Drainable);
public void RemoveAllSolution()
{
if (CurrentVolume == 0)
return;
Solution.RemoveAllSolution();
ChemicalsRemoved();
}
/// <summary>
/// Adds reagent of an Id to the container.
/// </summary>
/// <param name="reagentId">The Id of the reagent to add.</param>
/// <param name="quantity">The amount of reagent to add.</param>
/// <param name="acceptedQuantity">The amount of reagent sucesfully added.</param>
/// <returns>If all the reagent could be added.</returns>
public bool TryAddReagent(string reagentId, ReagentUnit quantity, out ReagentUnit acceptedQuantity)
{
acceptedQuantity = EmptyVolume > quantity ? quantity : EmptyVolume;
Solution.AddReagent(reagentId, acceptedQuantity);
if (acceptedQuantity > 0)
ChemicalsAdded();
return acceptedQuantity == quantity;
}
/// <summary>
/// Removes reagent of an Id to the container.
/// </summary>
/// <param name="reagentId">The Id of the reagent to remove.</param>
/// <param name="quantity">The amount of reagent to remove.</param>
/// <returns>If the reagent to remove was found in the container.</returns>
public bool TryRemoveReagent(string reagentId, ReagentUnit quantity)
{
if (!Solution.ContainsReagent(reagentId))
return false;
Solution.RemoveReagent(reagentId, quantity);
ChemicalsRemoved();
return true;
}
/// <summary>
/// Removes part of the solution in the container.
/// </summary>
/// <param name="quantity">the volume of solution to remove.</param>
/// <returns>The solution that was removed.</returns>
public Solution SplitSolution(ReagentUnit quantity)
{
var splitSol = Solution.SplitSolution(quantity);
ChemicalsRemoved();
return splitSol;
}
/// <summary>
/// Checks if a solution can fit into the container.
/// </summary>
/// <param name="solution">The solution that is trying to be added.</param>
/// <returns>If the solution can be fully added.</returns>
public bool CanAddSolution(Solution solution)
{
return solution.TotalVolume <= EmptyVolume;
}
/// <summary>
/// Adds a solution to the container, if it can fully fit.
/// </summary>
/// <param name="solution">The solution to try to add.</param>
/// <returns>If the solution could be added.</returns>
public bool TryAddSolution(Solution solution)
{
if (!CanAddSolution(solution))
return false;
Solution.AddSolution(solution);
ChemicalsAdded();
return true;
}
private void ChemicalsAdded()
{
ProcessReactions();
SolutionChanged();
UpdateAppearance();
Dirty();
}
private void ChemicalsRemoved()
{
SolutionChanged();
UpdateAppearance();
Dirty();
}
private void SolutionChanged()
{
EntitySystem.Get<ChemistrySystem>().HandleSolutionChange(Owner);
}
private void ProcessReactions()
{
if (!CanReact)
return;
EntitySystem.Get<SharedChemicalReactionSystem>()
.FullyReactSolution(Solution, Owner, MaxVolume);
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if (!CanExamineContents)
return;
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
if (ReagentList.Count == 0)
{
message.AddText(Loc.GetString("Contains no chemicals."));
return;
}
var primaryReagent = Solution.GetPrimaryReagentId();
if (!prototypeManager.TryIndex(primaryReagent, out ReagentPrototype? proto))
{
Logger.Error($"{nameof(SharedSolutionContainerComponent)} could not find the prototype associated with {primaryReagent}.");
return;
}
var colorHex = Color.ToHexNoAlpha(); //TODO: If the chem has a dark color, the examine text becomes black on a black background, which is unreadable.
var messageString = "It contains a [color={0}]{1}[/color] " + (ReagentList.Count == 1 ? "chemical." : "mixture of chemicals.");
message.AddMarkup(Loc.GetString(messageString, colorHex, Loc.GetString(proto.PhysicalDescription)));
}
ReagentUnit ISolutionInteractionsComponent.RefillSpaceAvailable => EmptyVolume;
ReagentUnit ISolutionInteractionsComponent.InjectSpaceAvailable => EmptyVolume;
ReagentUnit ISolutionInteractionsComponent.DrawAvailable => CurrentVolume;
ReagentUnit ISolutionInteractionsComponent.DrainAvailable => CurrentVolume;
[DataField("maxSpillRefill")]
public ReagentUnit MaxSpillRefill { get; set; }
void ISolutionInteractionsComponent.Refill(Solution solution)
{
if (!CanRefill)
return;
TryAddSolution(solution);
}
void ISolutionInteractionsComponent.Inject(Solution solution)
{
if (!CanInject)
return;
TryAddSolution(solution);
}
Solution ISolutionInteractionsComponent.Draw(ReagentUnit amount)
{
if (!CanDraw)
return new Solution();
return SplitSolution(amount);
}
Solution ISolutionInteractionsComponent.Drain(ReagentUnit amount)
{
if (!CanDrain)
return new Solution();
return SplitSolution(amount);
}
private void UpdateAppearance()
{
if (Owner.Deleted || !Owner.TryGetComponent<SharedAppearanceComponent>(out var appearance))
return;
appearance.SetData(SolutionContainerVisuals.VisualState, GetVisualState());
}
private SolutionContainerVisualState GetVisualState()
{
var filledVolumeFraction = CurrentVolume.Float() / MaxVolume.Float();
return new SolutionContainerVisualState(Color, filledVolumeFraction);
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new SolutionContainerComponentState(Solution);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not SolutionContainerComponentState containerState)
return;
Solution = containerState.Solution;
}
}
[Serializable, NetSerializable]
public enum SolutionContainerVisuals : byte
{
VisualState
}
[Serializable, NetSerializable]
public class SolutionContainerVisualState
{
public readonly Color Color;
/// <summary>
/// Represents how full the container is, as a fraction equivalent to <see cref="FilledVolumeFraction"/>/<see cref="byte.MaxValue"/>.
/// </summary>
public readonly byte FilledVolumeFraction;
/// <param name="filledVolumeFraction">The fraction of the container's volume that is filled.</param>
public SolutionContainerVisualState(Color color, float filledVolumeFraction)
{
Color = color;
FilledVolumeFraction = (byte) (byte.MaxValue * filledVolumeFraction);
}
}
[Serializable, NetSerializable]
public class SolutionContainerComponentState : ComponentState
{
public readonly Solution Solution;
public SolutionContainerComponentState(Solution solution) : base(ContentNetIDs.SOLUTION)
{
Solution = solution;
}
}
}