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