* 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>
124 lines
4.6 KiB
C#
124 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Construction;
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using Content.Server.Interfaces.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Construction
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{
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[RegisterComponent]
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public class MachineComponent : Component, IMapInit
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{
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public override string Name => "Machine";
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[DataField("board")]
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public string BoardPrototype { get; private set; }
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private Container _boardContainer;
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private Container _partContainer;
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public override void Initialize()
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{
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base.Initialize();
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_boardContainer = ContainerHelpers.EnsureContainer<Container>(Owner, MachineFrameComponent.BoardContainer);
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_partContainer = ContainerHelpers.EnsureContainer<Container>(Owner, MachineFrameComponent.PartContainer);
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}
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protected override void Startup()
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{
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base.Startup();
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CreateBoardAndStockParts();
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}
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public IEnumerable<MachinePartComponent> GetAllParts()
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{
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foreach (var entity in _partContainer.ContainedEntities)
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{
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if (entity.TryGetComponent<MachinePartComponent>(out var machinePart))
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yield return machinePart;
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}
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}
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public void RefreshParts()
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{
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foreach (var refreshable in Owner.GetAllComponents<IRefreshParts>())
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{
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refreshable.RefreshParts(GetAllParts());
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}
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}
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public void CreateBoardAndStockParts()
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{
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// Entity might not be initialized yet.
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var boardContainer = ContainerHelpers.EnsureContainer<Container>(Owner, MachineFrameComponent.BoardContainer, out var existedBoard);
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var partContainer = ContainerHelpers.EnsureContainer<Container>(Owner, MachineFrameComponent.PartContainer, out var existedParts);
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if (string.IsNullOrEmpty(BoardPrototype))
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return;
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var entityManager = Owner.EntityManager;
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if (existedBoard || existedParts)
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{
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// We're done here, let's suppose all containers are correct just so we don't screw SaveLoadSave.
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if (boardContainer.ContainedEntities.Count > 0)
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return;
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}
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var board = entityManager.SpawnEntity(BoardPrototype, Owner.Transform.Coordinates);
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if (!_boardContainer.Insert(board))
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{
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throw new Exception($"Couldn't insert board with prototype {BoardPrototype} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}!");
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}
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if (!board.TryGetComponent<MachineBoardComponent>(out var machineBoard))
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{
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throw new Exception($"Entity with prototype {BoardPrototype} doesn't have a {nameof(MachineBoardComponent)}!");
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}
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foreach (var (part, amount) in machineBoard.Requirements)
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{
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for (var i = 0; i < amount; i++)
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{
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var p = entityManager.SpawnEntity(MachinePartComponent.Prototypes[part], Owner.Transform.Coordinates);
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if (!partContainer.Insert(p))
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throw new Exception($"Couldn't insert machine part of type {part} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}!");
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}
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}
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foreach (var (stackType, amount) in machineBoard.MaterialRequirements)
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{
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var s = StackHelpers.SpawnStack(stackType, amount, Owner.Transform.Coordinates);
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if (!partContainer.Insert(s))
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throw new Exception($"Couldn't insert machine material of type {stackType} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}");
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}
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foreach (var (compName, info) in machineBoard.ComponentRequirements)
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{
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for (var i = 0; i < info.Amount; i++)
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{
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var c = entityManager.SpawnEntity(info.DefaultPrototype, Owner.Transform.Coordinates);
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if(!partContainer.Insert(c))
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throw new Exception($"Couldn't insert machine component part with default prototype '{compName}' to machine with prototype {Owner.Prototype?.ID ?? "N/A"}");
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}
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}
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}
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public void MapInit()
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{
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CreateBoardAndStockParts();
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}
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}
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}
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