* 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>
195 lines
5.6 KiB
C#
195 lines
5.6 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.MachineLinking;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Shared.GameObjects.Components.Conveyor;
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using Content.Shared.GameObjects.Components.MachineLinking;
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using Content.Shared.Physics;
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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.Maths;
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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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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Conveyor
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{
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[RegisterComponent]
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public class ConveyorComponent : Component, ISignalReceiver<TwoWayLeverSignal>, ISignalReceiver<bool>
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{
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public override string Name => "Conveyor";
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[ViewVariables] private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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/// <summary>
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/// The angle to move entities by in relation to the owner's rotation.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("angle")]
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private Angle _angle;
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/// <summary>
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/// The amount of units to move the entity by per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("speed")]
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private float _speed = 2f;
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private ConveyorState _state;
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/// <summary>
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/// The current state of this conveyor
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private ConveyorState State
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{
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get => _state;
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set
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{
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_state = value;
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UpdateAppearance();
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}
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}
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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 PowerChangedMessage powerChanged:
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OnPowerChanged(powerChanged);
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break;
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}
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}
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private void OnPowerChanged(PowerChangedMessage e)
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{
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UpdateAppearance();
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}
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private void UpdateAppearance()
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{
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if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
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{
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if (Powered)
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{
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appearance.SetData(ConveyorVisuals.State, _state);
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}
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else
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{
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appearance.SetData(ConveyorVisuals.State, ConveyorState.Off);
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}
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}
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}
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/// <summary>
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/// Calculates the angle in which entities on top of this conveyor
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/// belt are pushed in
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/// </summary>
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/// <returns>
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/// The angle when taking into account if the conveyor is reversed
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/// </returns>
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private Angle GetAngle()
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{
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var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
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var radians = MathHelper.DegreesToRadians(_angle);
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return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
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}
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private bool CanRun()
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{
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if (State == ConveyorState.Off)
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{
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return false;
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}
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if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
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!receiver.Powered)
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{
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return false;
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}
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if (Owner.HasComponent<ItemComponent>())
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{
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return false;
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}
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return true;
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}
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private bool CanMove(IEntity entity)
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{
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if (entity == Owner)
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{
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return false;
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}
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if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
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physics.Anchored)
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{
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return false;
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}
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if (entity.HasComponent<ConveyorComponent>())
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{
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return false;
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}
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if (entity.HasComponent<IMapGridComponent>())
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{
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return false;
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}
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if (entity.IsInContainer())
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{
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return false;
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}
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return true;
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}
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public void Update(float frameTime)
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{
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if (!CanRun())
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{
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return;
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}
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var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
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var direction = GetAngle().ToVec();
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foreach (var entity in intersecting)
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{
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if (!CanMove(entity))
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{
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continue;
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}
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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{
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var controller = physics.EnsureController<ConveyedController>();
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controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
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}
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}
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}
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public void TriggerSignal(TwoWayLeverSignal signal)
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{
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State = signal switch
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{
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TwoWayLeverSignal.Left => ConveyorState.Reversed,
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TwoWayLeverSignal.Middle => ConveyorState.Off,
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TwoWayLeverSignal.Right => ConveyorState.Forward,
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_ => ConveyorState.Off
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};
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}
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public void TriggerSignal(bool signal)
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{
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State = signal ? ConveyorState.Forward : ConveyorState.Off;
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}
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}
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}
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