Files
tbd-station-14/Content.Server/GameObjects/Components/PA/ParticleAcceleratorControlBoxComponent.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

725 lines
24 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Threading;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using Content.Server.GameObjects.Components.VendingMachines;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.SharedWiresComponent;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameObjects.Components.PA
{
// This component is in control of the PA's logic because it's the one to contain the wires for hacking.
// And also it's the only PA component that meaningfully needs to work on its own.
/// <summary>
/// Is the computer thing people interact with to control the PA.
/// Also contains primary logic for actual PA behavior, part scanning, etc...
/// </summary>
[ComponentReference(typeof(IActivate))]
[RegisterComponent]
public class ParticleAcceleratorControlBoxComponent : ParticleAcceleratorPartComponent, IActivate, IWires
{
public override string Name => "ParticleAcceleratorControlBox";
[ViewVariables]
private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ParticleAcceleratorControlBoxUiKey.Key);
/// <summary>
/// Power receiver for the control console itself.
/// </summary>
[ViewVariables] private PowerReceiverComponent? _powerReceiverComponent;
[ViewVariables] private ParticleAcceleratorFuelChamberComponent? _partFuelChamber;
[ViewVariables] private ParticleAcceleratorEndCapComponent? _partEndCap;
[ViewVariables] private ParticleAcceleratorPowerBoxComponent? _partPowerBox;
[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterLeft;
[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterCenter;
[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterRight;
[ViewVariables] private ParticleAcceleratorPowerState _selectedStrength = ParticleAcceleratorPowerState.Standby;
[ViewVariables] private bool _isAssembled;
// Enabled: power switch is on
[ViewVariables] private bool _isEnabled;
// Powered: power switch is on AND the PA is actively firing (if not on standby)
[ViewVariables] private bool _isPowered;
[ViewVariables] private bool _wireInterfaceBlocked;
[ViewVariables] private bool _wirePowerBlocked;
[ViewVariables] private bool _wireLimiterCut;
[ViewVariables] private bool _wireStrengthCut;
[ViewVariables] private CancellationTokenSource? _fireCancelTokenSrc;
/// <summary>
/// Delay between consecutive PA shots.
/// </summary>
// Fun fact:
// On /vg/station (can't check TG because lol they removed singulo),
// the PA emitter parts have var/fire_delay = 50.
// For anybody from the future not BYOND-initiated, that's 5 seconds.
// However, /obj/machinery/particle_accelerator/control_box/process(),
// which calls emit_particle() on the emitters,
// only gets called every *2* seconds, because of CarnMC timing.
// So the *actual* effective firing delay of the PA is 6 seconds, not 5 as listed in the code.
// So...
// I have reflected that here to be authentic.
[ViewVariables(VVAccess.ReadWrite)] [DataField("fireDelay")] private TimeSpan _firingDelay = TimeSpan.FromSeconds(6);
[ViewVariables(VVAccess.ReadWrite)] [DataField("powerDrawBase")] private int _powerDrawBase = 500;
[ViewVariables(VVAccess.ReadWrite)] [DataField("powerDrawMult")] private int _powerDrawMult = 1500;
[ViewVariables] private bool ConsolePowered => _powerReceiverComponent?.Powered ?? true;
public ParticleAcceleratorControlBoxComponent()
{
Master = this;
}
private ParticleAcceleratorPowerState MaxPower => _wireLimiterCut
? ParticleAcceleratorPowerState.Level3
: ParticleAcceleratorPowerState.Level2;
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
if (!Owner.TryGetComponent(out _powerReceiverComponent))
{
Logger.Error("ParticleAcceleratorControlBox was created without PowerReceiverComponent");
return;
}
_powerReceiverComponent.Load = 250;
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
OnPowerStateChanged(powerChanged);
break;
}
}
protected override void Startup()
{
base.Startup();
UpdateWireStatus();
}
// This is the power state for the PA control box itself.
// Keep in mind that the PA itself can keep firing as long as the HV cable under the power box has... power.
private void OnPowerStateChanged(PowerChangedMessage e)
{
UpdateAppearance();
if (!e.Powered)
{
UserInterface?.CloseAll();
}
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage obj)
{
if (!ConsolePowered)
{
return;
}
if (obj.Session.AttachedEntity == null ||
!ActionBlockerSystem.CanInteract(obj.Session.AttachedEntity))
{
return;
}
if (_wireInterfaceBlocked)
{
return;
}
switch (obj.Message)
{
case ParticleAcceleratorSetEnableMessage enableMessage:
if (enableMessage.Enabled)
{
SwitchOn();
}
else
{
SwitchOff();
}
break;
case ParticleAcceleratorSetPowerStateMessage stateMessage:
SetStrength(stateMessage.State);
break;
case ParticleAcceleratorRescanPartsMessage _:
RescanParts();
break;
}
UpdateUI();
}
public void UpdateUI()
{
var draw = 0;
var receive = 0;
if (_isEnabled)
{
draw = _partPowerBox!.PowerConsumerComponent!.DrawRate;
receive = _partPowerBox!.PowerConsumerComponent!.ReceivedPower;
}
var state = new ParticleAcceleratorUIState(
_isAssembled,
_isEnabled,
_selectedStrength,
draw,
receive,
_partEmitterLeft != null,
_partEmitterCenter != null,
_partEmitterRight != null,
_partPowerBox != null,
_partFuelChamber != null,
_partEndCap != null,
_wireInterfaceBlocked,
MaxPower,
_wirePowerBlocked);
UserInterface?.SetState(state);
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
if (Owner.TryGetComponent<WiresComponent>(out var wires) && wires.IsPanelOpen)
{
wires.OpenInterface(actor.playerSession);
}
else
{
if (!ConsolePowered)
{
return;
}
UserInterface?.Toggle(actor.playerSession);
UpdateUI();
}
}
public override void OnRemove()
{
UserInterface?.CloseAll();
base.OnRemove();
}
void IWires.RegisterWires(WiresComponent.WiresBuilder builder)
{
builder.CreateWire(ParticleAcceleratorControlBoxWires.Toggle);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Strength);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Interface);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Limiter);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Nothing);
}
public void WiresUpdate(WiresUpdateEventArgs args)
{
switch (args.Identifier)
{
case ParticleAcceleratorControlBoxWires.Toggle:
if (args.Action == WiresAction.Pulse)
{
if (_isEnabled)
{
SwitchOff();
}
else
{
SwitchOn();
}
}
else
{
_wirePowerBlocked = args.Action == WiresAction.Cut;
if (_isEnabled)
{
SwitchOff();
}
}
break;
case ParticleAcceleratorControlBoxWires.Strength:
if (args.Action == WiresAction.Pulse)
{
SetStrength(_selectedStrength + 1);
}
else
{
_wireStrengthCut = args.Action == WiresAction.Cut;
}
break;
case ParticleAcceleratorControlBoxWires.Interface:
if (args.Action == WiresAction.Pulse)
{
_wireInterfaceBlocked ^= true;
}
else
{
_wireInterfaceBlocked = args.Action == WiresAction.Cut;
}
break;
case ParticleAcceleratorControlBoxWires.Limiter:
if (args.Action == WiresAction.Pulse)
{
Owner.PopupMessageEveryone(Loc.GetString("The control box makes a whirring noise."));
}
else
{
_wireLimiterCut = args.Action == WiresAction.Cut;
if (_selectedStrength == ParticleAcceleratorPowerState.Level3 && !_wireLimiterCut)
{
// Yes, it's a feature that mending this wire WON'T WORK if the strength wire is also cut.
// Since that blocks SetStrength().
SetStrength(ParticleAcceleratorPowerState.Level2);
}
}
break;
}
UpdateUI();
UpdateWireStatus();
}
private void UpdateWireStatus()
{
if (!Owner.TryGetComponent(out WiresComponent? wires))
{
return;
}
var powerBlock = _wirePowerBlocked;
var keyboardLight = new StatusLightData(Color.Green,
_wireInterfaceBlocked
? StatusLightState.BlinkingFast
: StatusLightState.On,
"KEYB");
var powerLight = new StatusLightData(
Color.Yellow,
powerBlock ? StatusLightState.Off : StatusLightState.On,
"POWR");
var limiterLight = new StatusLightData(
_wireLimiterCut ? Color.Purple : Color.Teal,
StatusLightState.On,
"LIMT");
var strengthLight = new StatusLightData(
Color.Blue,
_wireStrengthCut ? StatusLightState.BlinkingSlow : StatusLightState.On,
"STRC");
wires.SetStatus(ParticleAcceleratorWireStatus.Keyboard, keyboardLight);
wires.SetStatus(ParticleAcceleratorWireStatus.Power, powerLight);
wires.SetStatus(ParticleAcceleratorWireStatus.Limiter, limiterLight);
wires.SetStatus(ParticleAcceleratorWireStatus.Strength, strengthLight);
}
public void RescanParts()
{
SwitchOff();
foreach (var part in AllParts())
{
part.Master = null;
}
_isAssembled = false;
_partFuelChamber = null;
_partEndCap = null;
_partPowerBox = null;
_partEmitterLeft = null;
_partEmitterCenter = null;
_partEmitterRight = null;
// Find fuel chamber first by scanning cardinals.
if (SnapGrid != null)
{
foreach (var maybeFuel in SnapGrid.GetCardinalNeighborCells())
{
if (maybeFuel.Owner.TryGetComponent(out _partFuelChamber))
{
break;
}
}
}
if (_partFuelChamber == null)
{
UpdateUI();
return;
}
// Align ourselves to match fuel chamber orientation.
// This means that if you mess up the orientation of the control box it's not a big deal,
// because the sprite is far from obvious about the orientation.
Owner.Transform.LocalRotation = _partFuelChamber.Owner.Transform.LocalRotation;
var offsetEndCap = RotateOffset((1, 1));
var offsetPowerBox = RotateOffset((1, -1));
var offsetEmitterLeft = RotateOffset((0, -2));
var offsetEmitterCenter = RotateOffset((1, -2));
var offsetEmitterRight = RotateOffset((2, -2));
ScanPart(offsetEndCap, out _partEndCap);
ScanPart(offsetPowerBox, out _partPowerBox);
if (!ScanPart(offsetEmitterCenter, out _partEmitterCenter) ||
_partEmitterCenter.Type != ParticleAcceleratorEmitterType.Center)
{
// if it's the wrong type we need to clear this to avoid shenanigans.
_partEmitterCenter = null;
}
if (ScanPart(offsetEmitterLeft, out _partEmitterLeft) &&
_partEmitterLeft.Type != ParticleAcceleratorEmitterType.Left)
{
_partEmitterLeft = null;
}
if (ScanPart(offsetEmitterRight, out _partEmitterRight) &&
_partEmitterRight.Type != ParticleAcceleratorEmitterType.Right)
{
_partEmitterRight = null;
}
_isAssembled = _partFuelChamber != null &&
_partPowerBox != null &&
_partEmitterCenter != null &&
_partEmitterLeft != null &&
_partEmitterRight != null &&
_partEndCap != null;
foreach (var part in AllParts())
{
part.Master = this;
}
UpdateUI();
Vector2i RotateOffset(in Vector2i vec)
{
var rot = new Angle(Owner.Transform.LocalRotation);
return (Vector2i) rot.RotateVec(vec);
}
}
private bool ScanPart<T>(Vector2i offset, [NotNullWhen(true)] out T? part)
where T : ParticleAcceleratorPartComponent
{
foreach (var ent in SnapGrid!.GetOffset(offset))
{
if (ent.TryGetComponent(out part) && !part.Deleted)
{
return true;
}
}
part = default;
return false;
}
private IEnumerable<ParticleAcceleratorPartComponent> AllParts()
{
if (_partFuelChamber != null)
yield return _partFuelChamber;
if (_partEndCap != null)
yield return _partEndCap;
if (_partPowerBox != null)
yield return _partPowerBox;
if (_partEmitterLeft != null)
yield return _partEmitterLeft;
if (_partEmitterCenter != null)
yield return _partEmitterCenter;
if (_partEmitterRight != null)
yield return _partEmitterRight;
}
public void SwitchOn()
{
DebugTools.Assert(_isAssembled);
if (_isEnabled)
{
return;
}
_isEnabled = true;
UpdatePowerDraw();
// If we don't have power yet we'll turn on when we receive more power from the powernet.
// if we do we'll just go and turn on right now.
if (_partPowerBox!.PowerConsumerComponent!.ReceivedPower >= _partPowerBox.PowerConsumerComponent.DrawRate)
{
PowerOn();
}
UpdateUI();
}
private void UpdatePowerDraw()
{
_partPowerBox!.PowerConsumerComponent!.DrawRate = PowerDrawFor(_selectedStrength);
}
public void SwitchOff()
{
_isEnabled = false;
PowerOff();
UpdateUI();
}
private void PowerOn()
{
DebugTools.Assert(_isEnabled);
DebugTools.Assert(_isAssembled);
if (_isPowered)
{
return;
}
_isPowered = true;
UpdateFiring();
UpdatePartVisualStates();
UpdateUI();
}
private void PowerOff()
{
if (!_isPowered)
{
return;
}
_isPowered = false;
UpdateFiring();
UpdateUI();
UpdatePartVisualStates();
}
public void SetStrength(ParticleAcceleratorPowerState state)
{
if (_wireStrengthCut)
{
return;
}
state = (ParticleAcceleratorPowerState) MathHelper.Clamp(
(int) state,
(int) ParticleAcceleratorPowerState.Standby,
(int) MaxPower);
_selectedStrength = state;
UpdateAppearance();
UpdatePartVisualStates();
if (_isEnabled)
{
UpdatePowerDraw();
UpdateFiring();
}
}
private void UpdateAppearance()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(ParticleAcceleratorVisuals.VisualState,
_powerReceiverComponent!.Powered
? (ParticleAcceleratorVisualState) _selectedStrength
: ParticleAcceleratorVisualState.Unpowered);
}
}
private void UpdateFiring()
{
if (!_isPowered || _selectedStrength == ParticleAcceleratorPowerState.Standby)
{
StopFiring();
}
else
{
StartFiring();
}
}
private void StartFiring()
{
EverythingIsWellToFire();
_fireCancelTokenSrc?.Cancel();
_fireCancelTokenSrc = new CancellationTokenSource();
var cancelToken = _fireCancelTokenSrc.Token;
Timer.SpawnRepeating(_firingDelay, Fire, cancelToken);
}
private void Fire()
{
EverythingIsWellToFire();
_partEmitterCenter!.Fire(_selectedStrength);
_partEmitterLeft!.Fire(_selectedStrength);
_partEmitterRight!.Fire(_selectedStrength);
}
[Conditional("DEBUG")]
private void EverythingIsWellToFire()
{
DebugTools.Assert(!Deleted);
DebugTools.Assert(_isPowered);
DebugTools.Assert(_selectedStrength != ParticleAcceleratorPowerState.Standby);
DebugTools.Assert(_isAssembled);
DebugTools.Assert(_partEmitterCenter != null);
DebugTools.Assert(_partEmitterLeft != null);
DebugTools.Assert(_partEmitterRight != null);
}
private void StopFiring()
{
_fireCancelTokenSrc?.Cancel();
_fireCancelTokenSrc = null;
}
private int PowerDrawFor(ParticleAcceleratorPowerState strength)
{
return strength switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 3,
ParticleAcceleratorPowerState.Level2 => 4,
ParticleAcceleratorPowerState.Level3 => 5,
_ => 0
} * _powerDrawMult + _powerDrawBase;
}
public void PowerBoxReceivedChanged(object? sender, ReceivedPowerChangedEventArgs eventArgs)
{
DebugTools.Assert(_isAssembled);
if (!_isEnabled)
{
return;
}
var isPowered = eventArgs.ReceivedPower >= eventArgs.DrawRate;
if (isPowered)
{
PowerOn();
}
else
{
PowerOff();
}
UpdateUI();
}
private void UpdatePartVisualStates()
{
// UpdatePartVisualState(ControlBox);
UpdatePartVisualState(_partFuelChamber);
UpdatePartVisualState(_partPowerBox);
UpdatePartVisualState(_partEmitterCenter);
UpdatePartVisualState(_partEmitterLeft);
UpdatePartVisualState(_partEmitterRight);
//no endcap because it has no powerlevel-sprites
}
private void UpdatePartVisualState(ParticleAcceleratorPartComponent? component)
{
if (component == null || !component.Owner.TryGetComponent<AppearanceComponent>(out var appearanceComponent))
{
return;
}
var state = _isPowered
? (ParticleAcceleratorVisualState) _selectedStrength
: ParticleAcceleratorVisualState.Unpowered;
appearanceComponent.SetData(ParticleAcceleratorVisuals.VisualState, state);
}
public override void Rotated()
{
// We rotate OURSELVES when scanning for parts, so don't actually run rescan on rotate.
// That would be silly.
}
public enum ParticleAcceleratorControlBoxWires
{
/// <summary>
/// Pulse toggles Power. Cut permanently turns off until Mend.
/// </summary>
Toggle,
/// <summary>
/// Pulsing increases level until at limit.
/// </summary>
Strength,
/// <summary>
/// Pulsing toggles Button-Disabled on UI. Cut disables, Mend enables.
/// </summary>
Interface,
/// <summary>
/// Pulsing will produce short message about whirring noise. Cutting increases the max level to 3. Mending reduces it back to 2.
/// </summary>
Limiter,
/// <summary>
/// Does Nothing
/// </summary>
Nothing
}
}
}