Files
tbd-station-14/Content.Server/GameObjects/Components/Atmos/FlammableComponent.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

225 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Temperature;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Chemistry;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Atmos;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Atmos
{
[RegisterComponent]
public class FlammableComponent : SharedFlammableComponent, ICollideBehavior, IFireAct, IReagentReaction
{
private bool _resisting = false;
private readonly List<EntityUid> _collided = new();
[ViewVariables(VVAccess.ReadWrite)]
public bool OnFire { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
public float FireStacks { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField("fireSpread")]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")]
public bool CanResistFire { get; private set; } = false;
public void Ignite()
{
if (FireStacks > 0 && !OnFire)
{
OnFire = true;
}
UpdateAppearance();
}
public void Extinguish()
{
if (!OnFire) return;
OnFire = false;
FireStacks = 0;
_collided.Clear();
UpdateAppearance();
}
public void AdjustFireStacks(float relativeFireStacks)
{
FireStacks = MathF.Max(MathF.Min(-10f, FireStacks + relativeFireStacks), 20f);
if (OnFire && FireStacks <= 0)
Extinguish();
UpdateAppearance();
}
public void Update(TileAtmosphere tile)
{
// Slowly dry ourselves off if wet.
if (FireStacks < 0)
{
FireStacks = MathF.Min(0, FireStacks + 1);
}
Owner.TryGetComponent(out ServerAlertsComponent status);
if (!OnFire)
{
status?.ClearAlert(AlertType.Fire);
return;
}
status?.ShowAlert(AlertType.Fire);
if (FireStacks > 0)
{
if(Owner.TryGetComponent(out TemperatureComponent temp))
{
temp.ReceiveHeat(200 * FireStacks);
}
if (Owner.TryGetComponent(out IDamageableComponent damageable))
{
// TODO ATMOS Fire resistance from armor
var damage = Math.Min((int) (FireStacks * 2.5f), 10);
damageable.ChangeDamage(DamageClass.Burn, damage, false);
}
AdjustFireStacks(-0.1f * (_resisting ? 10f : 1f));
}
else
{
Extinguish();
return;
}
// If we're in an oxygenless environment, put the fire out.
if (tile?.Air?.GetMoles(Gas.Oxygen) < 1f)
{
Extinguish();
return;
}
tile.HotspotExpose(700, 50, true);
foreach (var uid in _collided.ToArray())
{
if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
{
_collided.Remove(uid);
continue;
}
var entity = Owner.EntityManager.GetEntity(uid);
var physics = Owner.GetComponent<IPhysicsComponent>();
var otherPhysics = entity.GetComponent<IPhysicsComponent>();
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
{
_collided.Remove(uid);
}
}
}
public void CollideWith(IEntity collidedWith)
{
if (!collidedWith.TryGetComponent(out FlammableComponent otherFlammable))
return;
if (!FireSpread || !otherFlammable.FireSpread)
return;
if (OnFire)
{
if (otherFlammable.OnFire)
{
var fireSplit = (FireStacks + otherFlammable.FireStacks) / 2;
FireStacks = fireSplit;
otherFlammable.FireStacks = fireSplit;
}
else
{
FireStacks /= 2;
otherFlammable.FireStacks += FireStacks;
otherFlammable.Ignite();
}
} else if (otherFlammable.OnFire)
{
otherFlammable.FireStacks /= 2;
FireStacks += otherFlammable.FireStacks;
Ignite();
}
}
private void UpdateAppearance()
{
if (Owner.Deleted || !Owner.TryGetComponent(out AppearanceComponent appearanceComponent)) return;
appearanceComponent.SetData(FireVisuals.OnFire, OnFire);
appearanceComponent.SetData(FireVisuals.FireStacks, FireStacks);
}
public void FireAct(float temperature, float volume)
{
AdjustFireStacks(3);
Ignite();
}
// This needs some improvements...
public void Resist()
{
if (!OnFire || !ActionBlockerSystem.CanInteract(Owner) || _resisting || !Owner.TryGetComponent(out StunnableComponent stunnable)) return;
_resisting = true;
Owner.PopupMessage(Loc.GetString("You stop, drop, and roll!"));
stunnable.Paralyze(2f);
Owner.SpawnTimer(2000, () =>
{
_resisting = false;
FireStacks -= 2f;
UpdateAppearance();
});
}
ReagentUnit IReagentReaction.ReagentReactTouch(ReagentPrototype reagent, ReagentUnit volume)
{
switch (reagent.ID)
{
case "chem.Water":
Extinguish();
AdjustFireStacks(-1.5f);
return ReagentUnit.Zero;
case "chem.WeldingFuel":
case "chem.Thermite":
case "chem.Plasma":
case "chem.Ethanol":
AdjustFireStacks(volume.Float() / 10f);
return volume;
default:
return ReagentUnit.Zero;
}
}
}
}