Files
tbd-station-14/Content.Server/GameObjects/Components/WindowComponent.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

142 lines
4.9 KiB
C#

#nullable enable
using System;
using Content.Server.Utility;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Server.GameObjects.Components.Destructible;
using Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedWindowComponent))]
public class WindowComponent : SharedWindowComponent, IExamine, IInteractHand
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _lastKnockTime;
[DataField("knockDelay")] [ViewVariables(VVAccess.ReadWrite)]
private TimeSpan _knockDelay = TimeSpan.FromSeconds(0.5);
[DataField("rateLimitedKnocking")]
[ViewVariables(VVAccess.ReadWrite)] private bool _rateLimitedKnocking = true;
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case DamageChangedMessage msg:
{
var current = msg.Damageable.TotalDamage;
UpdateVisuals(current);
break;
}
}
}
private void UpdateVisuals(int currentDamage)
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance) &&
Owner.TryGetComponent(out DestructibleComponent? destructible))
{
foreach (var threshold in destructible.Thresholds)
{
if (threshold.Trigger is not DamageTrigger trigger)
{
continue;
}
appearance.SetData(WindowVisuals.Damage, (float) currentDamage / trigger.Damage);
}
}
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if (!Owner.TryGetComponent(out IDamageableComponent? damageable) ||
!Owner.TryGetComponent(out DestructibleComponent? destructible))
{
return;
}
var damage = damageable.TotalDamage;
DamageTrigger? trigger = null;
// TODO: Pretend this does not exist until https://github.com/space-wizards/space-station-14/pull/2783 is merged
foreach (var threshold in destructible.Thresholds)
{
if ((trigger = threshold.Trigger as DamageTrigger) != null)
{
break;
}
}
if (trigger == null)
{
return;
}
var damageThreshold = trigger.Damage;
var fraction = damage == 0 || damageThreshold == 0
? 0f
: (float) damage / damageThreshold;
var level = Math.Min(ContentHelpers.RoundToLevels((double) fraction, 1, 7), 5);
switch (level)
{
case 0:
message.AddText(Loc.GetString("comp-window-damaged-1"));
break;
case 1:
message.AddText(Loc.GetString("comp-window-damaged-2"));
break;
case 2:
message.AddText(Loc.GetString("comp-window-damaged-3"));
break;
case 3:
message.AddText(Loc.GetString("comp-window-damaged-4"));
break;
case 4:
message.AddText(Loc.GetString("comp-window-damaged-5"));
break;
case 5:
message.AddText(Loc.GetString("comp-window-damaged-6"));
break;
}
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
if (_rateLimitedKnocking && _gameTiming.CurTime < _lastKnockTime + _knockDelay)
{
return false;
}
EntitySystem.Get<AudioSystem>()
.PlayAtCoords("/Audio/Effects/glass_knock.ogg", eventArgs.Target.Transform.Coordinates, AudioHelpers.WithVariation(0.05f));
eventArgs.Target.PopupMessageEveryone(Loc.GetString("comp-window-knock"));
_lastKnockTime = _gameTiming.CurTime;
return true;
}
}
}