* Added mapped storage for things like crayon belts and tools * Attempt to get StorageFillEvent to work * Managed to get it working with Visualizer logi * Improved PR and did some light refactoring of components * Update Content.Client/Storage/Visualizers/MappedItemVisualizer.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Removed event, went with stateful ApperanceData * Removed ids in favor of whitelist * Refactor YAML, Moved functionality to Shared and renamed it. * Changed so insert/remove always send full state. * Move logic to component * Fix some issues on MappedVisualizer and few nitpicks - Fix mapped visualizer only doing init or update layers - Fixed naming of systems - Fixed sort of crayons * Forgot to apply Vera's suggestion * Fix the data to be more strict and to avoid unnecessary clearing Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
108 lines
3.6 KiB
C#
108 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.Storage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Storage.Components
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{
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[RegisterComponent]
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public sealed class StorageFillComponent : Component, IMapInit
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{
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public override string Name => "StorageFill";
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[DataField("contents")] private List<StorageFillEntry> _contents = new();
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public IReadOnlyList<StorageFillEntry> Contents => _contents;
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void IMapInit.MapInit()
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{
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if (_contents.Count == 0)
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{
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return;
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}
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if (!Owner.TryGetComponent(out IStorageComponent? storage))
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{
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Logger.Error($"StorageFillComponent couldn't find any StorageComponent ({Owner})");
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return;
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}
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var random = IoCManager.Resolve<IRobustRandom>();
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var alreadySpawnedGroups = new List<string>();
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foreach (var storageItem in _contents)
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{
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if (string.IsNullOrEmpty(storageItem.PrototypeId)) continue;
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if (!string.IsNullOrEmpty(storageItem.GroupId) &&
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alreadySpawnedGroups.Contains(storageItem.GroupId)) continue;
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if (storageItem.SpawnProbability != 1f &&
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!random.Prob(storageItem.SpawnProbability))
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{
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continue;
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}
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for (var i = 0; i < storageItem.Amount; i++)
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{
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storage.Insert(
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Owner.EntityManager.SpawnEntity(storageItem.PrototypeId, Owner.Transform.Coordinates));
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}
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if (!string.IsNullOrEmpty(storageItem.GroupId)) alreadySpawnedGroups.Add(storageItem.GroupId);
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}
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}
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[Serializable]
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[DataDefinition]
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public struct StorageFillEntry : IPopulateDefaultValues
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{
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[DataField("id", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? PrototypeId;
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[DataField("prob")] public float SpawnProbability;
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/// <summary>
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/// The probability that an item will spawn. Takes decimal form so 0.05 is 5%, 0.50 is 50% etc.
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/// </summary>
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[DataField("orGroup")] public string GroupId;
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/// <summary>
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/// orGroup signifies to pick between entities designated with an ID.
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///
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/// <example>
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/// <para>To define an orGroup in a StorageFill component you
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/// need to add it to the entities you want to choose between and
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/// add a prob field. In this example there is a 50% chance the storage
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/// spawns with Y or Z.
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///
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/// </para>
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/// <code>
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/// - type: StorageFill
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/// contents:
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/// - name: X
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/// - name: Y
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/// prob: 0.50
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/// orGroup: YOrZ
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/// - name: Z
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/// orGroup: YOrZ
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/// </code>
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/// </example>
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/// </summary>
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[DataField("amount")] public int Amount;
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public void PopulateDefaultValues()
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{
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Amount = 1;
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SpawnProbability = 1;
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}
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}
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}
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}
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