* 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>
168 lines
5.2 KiB
C#
168 lines
5.2 KiB
C#
#nullable enable
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Atmos;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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public class AirtightComponent : Component, IMapInit
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{
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private (GridId, Vector2i) _lastPosition;
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private AtmosphereSystem _atmosphereSystem = default!;
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public override string Name => "Airtight";
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[DataFieldWithFlag("airBlockedDirection", typeof(AtmosDirectionFlags))]
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[ViewVariables]
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private int _initialAirBlockedDirection = (int) AtmosDirection.All;
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[ViewVariables]
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private int _currentAirBlockedDirection;
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[DataField("airBlocked")]
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private bool _airBlocked = true;
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[DataField("fixVacuum")]
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private bool _fixVacuum = true;
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[ViewVariables]
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[DataField("rotateAirBlocked")]
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private bool _rotateAirBlocked = true;
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[ViewVariables]
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[DataField("fixAirBlockedDirectionInitialize")]
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private bool _fixAirBlockedDirectionInitialize = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool AirBlocked
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{
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get => _airBlocked;
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set
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{
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_airBlocked = value;
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UpdatePosition();
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}
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}
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public AtmosDirection AirBlockedDirection
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{
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get => (AtmosDirection)_currentAirBlockedDirection;
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set
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{
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_currentAirBlockedDirection = (int) value;
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_initialAirBlockedDirection = (int)Rotate(AirBlockedDirection, -Owner.Transform.LocalRotation);
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UpdatePosition();
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}
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}
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[ViewVariables]
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public bool FixVacuum => _fixVacuum;
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public override void Initialize()
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{
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base.Initialize();
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_atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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// Using the SnapGrid is critical for performance, and thus if it is absent the component
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// will not be airtight. A warning is much easier to track down than the object magically
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// not being airtight, so log one if the SnapGrid component is missing.
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Owner.EnsureComponentWarn(out SnapGridComponent _);
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if (_fixAirBlockedDirectionInitialize)
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RotateEvent(new RotateEvent(Owner, Angle.Zero, Owner.Transform.LocalRotation));
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UpdatePosition();
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}
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public void RotateEvent(RotateEvent ev)
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{
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if (!_rotateAirBlocked || ev.Sender != Owner || _initialAirBlockedDirection == (int)AtmosDirection.Invalid)
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return;
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_currentAirBlockedDirection = (int) Rotate((AtmosDirection)_initialAirBlockedDirection, ev.NewRotation);
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}
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private AtmosDirection Rotate(AtmosDirection myDirection, Angle myAngle)
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{
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var newAirBlockedDirs = AtmosDirection.Invalid;
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if (myAngle == Angle.Zero)
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return myDirection;
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// TODO ATMOS MULTIZ When we make multiZ atmos, special case this.
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!myDirection.IsFlagSet(direction)) continue;
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var angle = direction.ToAngle();
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angle += myAngle;
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newAirBlockedDirs |= angle.ToAtmosDirectionCardinal();
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}
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return newAirBlockedDirs;
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}
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public void MapInit()
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{
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if (Owner.TryGetComponent(out SnapGridComponent? snapGrid))
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{
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snapGrid.OnPositionChanged += OnTransformMove;
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_lastPosition = (Owner.Transform.GridID, snapGrid.Position);
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}
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UpdatePosition();
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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_airBlocked = false;
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if (Owner.TryGetComponent(out SnapGridComponent? snapGrid))
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{
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snapGrid.OnPositionChanged -= OnTransformMove;
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}
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UpdatePosition(_lastPosition.Item1, _lastPosition.Item2);
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if (_fixVacuum)
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_atmosphereSystem.GetGridAtmosphere(_lastPosition.Item1).FixVacuum(_lastPosition.Item2);
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}
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private void OnTransformMove()
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{
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UpdatePosition(_lastPosition.Item1, _lastPosition.Item2);
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UpdatePosition();
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if (Owner.TryGetComponent(out SnapGridComponent? snapGrid))
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{
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_lastPosition = (Owner.Transform.GridID, snapGrid.Position);
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}
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}
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private void UpdatePosition()
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{
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if (Owner.TryGetComponent(out SnapGridComponent? snapGrid))
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UpdatePosition(Owner.Transform.GridID, snapGrid.Position);
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}
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private void UpdatePosition(GridId gridId, Vector2i pos)
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{
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var gridAtmos = _atmosphereSystem.GetGridAtmosphere(gridId);
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gridAtmos.UpdateAdjacentBits(pos);
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gridAtmos.Invalidate(pos);
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}
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}
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}
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