Files
tbd-station-14/Content.Server/GameObjects/Components/Arcade/SpaceVillainArcadeComponent.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

442 lines
19 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.Components.VendingMachines;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Arcade;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Arcade
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class SpaceVillainArcadeComponent : SharedSpaceVillainArcadeComponent, IActivate, IWires
{
[Dependency] private readonly IRobustRandom _random = null!;
[ComponentDependency] private readonly PowerReceiverComponent? _powerReceiverComponent = default!;
[ComponentDependency] private readonly WiresComponent? _wiresComponent = default!;
private bool Powered => _powerReceiverComponent != null && _powerReceiverComponent.Powered;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SpaceVillainArcadeUiKey.Key);
[ViewVariables] private bool _overflowFlag;
[ViewVariables] private bool _playerInvincibilityFlag;
[ViewVariables] private bool _enemyInvincibilityFlag;
[ViewVariables] private SpaceVillainGame _game = null!;
[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleFightVerbs")] private List<string> _possibleFightVerbs = new List<string>()
{"Defeat", "Annihilate", "Save", "Strike", "Stop", "Destroy", "Robust", "Romance", "Pwn", "Own"};
[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleFirstEnemyNames")] private List<string> _possibleFirstEnemyNames = new List<string>(){
"the Automatic", "Farmer", "Lord", "Professor", "the Cuban", "the Evil", "the Dread King",
"the Space", "Lord", "the Great", "Duke", "General"
};
[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleLastEnemyNames")] private List<string> _possibleLastEnemyNames = new List<string>()
{
"Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid",
"Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn"
};
[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleRewards")] private List<string> _possibleRewards = new List<string>()
{
"ToyMouse", "ToyAi", "ToyNuke", "ToyAssistant", "ToyGriffin", "ToyHonk", "ToyIan",
"ToyMarauder", "ToyMauler", "ToyGygax", "ToyOdysseus", "ToyOwlman", "ToyDeathRipley",
"ToyPhazon", "ToyFireRipley", "ToyReticence", "ToyRipley", "ToySeraph", "ToyDurand", "ToySkeleton"
};
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if(!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
if (!Powered)
{
return;
}
if(!ActionBlockerSystem.CanInteract(actor.playerSession.AttachedEntity)) return;
_game ??= new SpaceVillainGame(this);
if (_wiresComponent?.IsPanelOpen == true)
{
_wiresComponent.OpenInterface(actor.playerSession);
} else
{
UserInterface?.Toggle(actor.playerSession);
}
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
OnOnPowerStateChanged(powerChanged);
break;
}
}
private void OnOnPowerStateChanged(PowerChangedMessage e)
{
if(e.Powered) return;
UserInterface?.CloseAll();
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
{
if (!Powered)
return;
if (serverMsg.Message is not SpaceVillainArcadePlayerActionMessage msg) return;
switch (msg.PlayerAction)
{
case PlayerAction.Attack:
_game?.ExecutePlayerAction(msg.PlayerAction);
break;
case PlayerAction.Heal:
_game?.ExecutePlayerAction(msg.PlayerAction);
break;
case PlayerAction.Recharge:
_game?.ExecutePlayerAction(msg.PlayerAction);
break;
case PlayerAction.NewGame:
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/Arcade/newgame.ogg", Owner, AudioParams.Default.WithVolume(-4f));
_game = new SpaceVillainGame(this);
UserInterface?.SendMessage(_game.GenerateMetaDataMessage());
break;
case PlayerAction.RequestData:
UserInterface?.SendMessage(_game.GenerateMetaDataMessage());
break;
}
}
public enum Wires
{
/// <summary>
/// Disables Max Health&Mana for both Enemy and Player.
/// </summary>
Overflow,
/// <summary>
/// Makes Player Invincible.
/// </summary>
PlayerInvincible,
/// <summary>
/// Makes Enemy Invincible.
/// </summary>
EnemyInvincible
}
public void RegisterWires(WiresComponent.WiresBuilder builder)
{
builder.CreateWire(Wires.Overflow);
builder.CreateWire(Wires.PlayerInvincible);
builder.CreateWire(Wires.EnemyInvincible);
builder.CreateWire(4);
builder.CreateWire(5);
builder.CreateWire(6);
IndicatorUpdate();
}
public void WiresUpdate(WiresUpdateEventArgs args)
{
var wire = (Wires) args.Identifier;
var value = args.Action != SharedWiresComponent.WiresAction.Mend;
switch (wire)
{
case Wires.Overflow:
_overflowFlag = value;
break;
case Wires.PlayerInvincible:
_playerInvincibilityFlag = value;
break;
case Wires.EnemyInvincible:
_enemyInvincibilityFlag = value;
break;
}
IndicatorUpdate();
}
public void IndicatorUpdate()
{
_wiresComponent?.SetStatus(Indicators.HealthManager,
new SharedWiresComponent.StatusLightData(Color.Purple,
_playerInvincibilityFlag || _enemyInvincibilityFlag
? SharedWiresComponent.StatusLightState.BlinkingSlow
: SharedWiresComponent.StatusLightState.On,
"MNGR"));
_wiresComponent?.SetStatus(Indicators.HealthLimiter,
new SharedWiresComponent.StatusLightData(Color.Red,
_overflowFlag
? SharedWiresComponent.StatusLightState.BlinkingSlow
: SharedWiresComponent.StatusLightState.On,
"LIMT"));
}
/// <summary>
/// Called when the user wins the game.
/// </summary>
public void ProcessWin()
{
var entityManager = IoCManager.Resolve<IEntityManager>();
entityManager.SpawnEntity(_random.Pick(_possibleRewards), Owner.Transform.MapPosition);
}
/// <summary>
/// Picks a fight-verb from the list of possible Verbs.
/// </summary>
/// <returns>A fight-verb.</returns>
public string GenerateFightVerb()
{
return _random.Pick(_possibleFightVerbs);
}
/// <summary>
/// Generates an enemy-name comprised of a first- and last-name.
/// </summary>
/// <returns>An enemy-name.</returns>
public string GenerateEnemyName()
{
return $"{_random.Pick(_possibleFirstEnemyNames)} {_random.Pick(_possibleLastEnemyNames)}";
}
/// <summary>
/// A Class to handle all the game-logic of the SpaceVillain-game.
/// </summary>
public class SpaceVillainGame
{
[Dependency] private readonly IRobustRandom _random = default!;
[ViewVariables] private readonly SpaceVillainArcadeComponent _owner;
[ViewVariables] public string Name => $"{_fightVerb} {_enemyName}";
[ViewVariables(VVAccess.ReadWrite)] private int _playerHp = 30;
[ViewVariables(VVAccess.ReadWrite)] private int _playerHpMax = 30;
[ViewVariables(VVAccess.ReadWrite)] private int _playerMp = 10;
[ViewVariables(VVAccess.ReadWrite)] private int _playerMpMax = 10;
[ViewVariables(VVAccess.ReadWrite)] private int _enemyHp = 45;
[ViewVariables(VVAccess.ReadWrite)] private int _enemyHpMax = 45;
[ViewVariables(VVAccess.ReadWrite)] private int _enemyMp = 20;
[ViewVariables(VVAccess.ReadWrite)] private int _enemyMpMax = 20;
[ViewVariables(VVAccess.ReadWrite)] private int _turtleTracker;
[ViewVariables(VVAccess.ReadWrite)] private readonly string _fightVerb;
[ViewVariables(VVAccess.ReadWrite)] private readonly string _enemyName;
[ViewVariables] private bool _running = true;
private string _latestPlayerActionMessage = "";
private string _latestEnemyActionMessage = "";
public SpaceVillainGame(SpaceVillainArcadeComponent owner) : this(owner, owner.GenerateFightVerb(), owner.GenerateEnemyName()){}
public SpaceVillainGame(SpaceVillainArcadeComponent owner, string fightVerb, string enemyName)
{
IoCManager.InjectDependencies(this);
_owner = owner;
//todo defeat the curse secret game mode
_fightVerb = fightVerb;
_enemyName = enemyName;
}
/// <summary>
/// Validates all vars incase they overshoot their max-values.
/// Does not check if vars surpass 0.
/// </summary>
private void ValidateVars()
{
if(_owner._overflowFlag) return;
if (_playerHp > _playerHpMax) _playerHp = _playerHpMax;
if (_playerMp > _playerMpMax) _playerMp = _playerMpMax;
if (_enemyHp > _enemyHpMax) _enemyHp = _enemyHpMax;
if (_enemyMp > _enemyMpMax) _enemyMp = _enemyMpMax;
}
/// <summary>
/// Called by the SpaceVillainArcadeComponent when Userinput is received.
/// </summary>
/// <param name="action">The action the user picked.</param>
public void ExecutePlayerAction(PlayerAction action)
{
if (!_running) return;
switch (action)
{
case PlayerAction.Attack:
var attackAmount = _random.Next(2, 6);
_latestPlayerActionMessage = Loc.GetString("You attack {0} for {1}!", _enemyName, attackAmount);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/Arcade/player_attack.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
if(!_owner._enemyInvincibilityFlag) _enemyHp -= attackAmount;
_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
break;
case PlayerAction.Heal:
var pointAmount = _random.Next(1, 3);
var healAmount = _random.Next(6, 8);
_latestPlayerActionMessage = Loc.GetString("You use {0} magic to heal for {1} damage!", pointAmount, healAmount);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/Arcade/player_heal.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
if(!_owner._playerInvincibilityFlag) _playerMp -= pointAmount;
_playerHp += healAmount;
_turtleTracker++;
break;
case PlayerAction.Recharge:
var chargeAmount = _random.Next(4, 7);
_latestPlayerActionMessage = Loc.GetString("You regain {0} points", chargeAmount);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/Arcade/player_charge.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
_playerMp += chargeAmount;
_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
break;
}
if (!CheckGameConditions())
{
return;
}
ValidateVars();
ExecuteAiAction();
if (!CheckGameConditions())
{
return;
}
ValidateVars();
UpdateUi();
}
/// <summary>
/// Checks the Game conditions and Updates the Ui & Plays a sound accordingly.
/// </summary>
/// <returns>A bool indicating if the game should continue.</returns>
private bool CheckGameConditions()
{
if ((_playerHp > 0 && _playerMp > 0) && (_enemyHp <= 0 || _enemyMp <= 0))
{
_running = false;
UpdateUi(Loc.GetString("You won!"), Loc.GetString("{0} dies.", _enemyName), true);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/Arcade/win.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
_owner.ProcessWin();
return false;
}
if (_playerHp > 0 && _playerMp > 0) return true;
if ((_enemyHp > 0 && _enemyMp > 0))
{
_running = false;
UpdateUi(Loc.GetString("You lost!"), Loc.GetString("{0} cheers.", _enemyName), true);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/Arcade/gameover.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
return false;
}
if (_enemyHp <= 0 || _enemyMp <= 0)
{
_running = false;
UpdateUi(Loc.GetString("You lost!"), Loc.GetString("{0} dies, but takes you with him.", _enemyName), true);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/Arcade/gameover.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
return false;
}
return true;
}
/// <summary>
/// Updates the UI.
/// </summary>
private void UpdateUi(bool metadata = false)
{
_owner.UserInterface?.SendMessage(metadata ? GenerateMetaDataMessage() : GenerateUpdateMessage());
}
private void UpdateUi(string message1, string message2, bool metadata = false)
{
_latestPlayerActionMessage = message1;
_latestEnemyActionMessage = message2;
UpdateUi(metadata);
}
/// <summary>
/// Handles the logic of the AI
/// </summary>
/// <returns>An Enemyaction-message.</returns>
private void ExecuteAiAction()
{
if (_turtleTracker >= 4)
{
var boomAmount = _random.Next(5, 10);
_latestEnemyActionMessage = Loc.GetString("{0} throws a bomb, exploding you for {1} damage!", _enemyName, boomAmount);
if (_owner._playerInvincibilityFlag) return;
_playerHp -= boomAmount;
_turtleTracker--;
}else if (_enemyMp <= 5 && _random.Prob(0.7f))
{
var stealAmount = _random.Next(2, 3);
_latestEnemyActionMessage = Loc.GetString("{0} steals {1} of your power!", _enemyName, stealAmount);
if (_owner._playerInvincibilityFlag) return;
_playerMp -= stealAmount;
_enemyMp += stealAmount;
}else if (_enemyHp <= 10 && _enemyMp > 4)
{
_enemyHp += 4;
_enemyMp -= 4;
_latestEnemyActionMessage = Loc.GetString("{0} heals for 4 health!", _enemyName);
}
else
{
var attackAmount = _random.Next(3, 6);
_latestEnemyActionMessage =
Loc.GetString("{0} attacks you for {1} damage!", _enemyName, attackAmount);
if (_owner._playerInvincibilityFlag) return;
_playerHp -= attackAmount;
}
}
/// <summary>
/// Generates a Metadata-message based on the objects values.
/// </summary>
/// <returns>A Metadata-message.</returns>
public SpaceVillainArcadeMetaDataUpdateMessage GenerateMetaDataMessage()
{
return new(_playerHp, _playerMp, _enemyHp, _enemyMp, _latestPlayerActionMessage, _latestEnemyActionMessage, Name, _enemyName, !_running);
}
/// <summary>
/// Creates an Update-message based on the objects values.
/// </summary>
/// <returns>An Update-Message.</returns>
public SpaceVillainArcadeDataUpdateMessage
GenerateUpdateMessage()
{
return new(_playerHp, _playerMp, _enemyHp, _enemyMp, _latestPlayerActionMessage,
_latestEnemyActionMessage);
}
}
}
}