Files
tbd-station-14/Content.Server/GameObjects/Components/Disposal/DisposalTubeComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* 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>
2021-03-05 01:08:38 +01:00

311 lines
8.7 KiB
C#

#nullable enable
using System;
using System.Linq;
using Content.Shared.GameObjects.Components.Disposal;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Disposal
{
public abstract class DisposalTubeComponent : Component, IDisposalTubeComponent, IBreakAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
private static readonly TimeSpan ClangDelay = TimeSpan.FromSeconds(0.5);
private TimeSpan _lastClang;
private bool _connected;
private bool _broken;
[DataField("clangSound")]
private string _clangSound = "/Audio/Effects/clang.ogg";
/// <summary>
/// Container of entities that are currently inside this tube
/// </summary>
[ViewVariables]
public Container Contents { get; private set; } = default!;
[ViewVariables]
private bool Anchored =>
!Owner.TryGetComponent(out PhysicsComponent? physics) ||
physics.Anchored;
/// <summary>
/// The directions that this tube can connect to others from
/// </summary>
/// <returns>a new array of the directions</returns>
protected abstract Direction[] ConnectableDirections();
public abstract Direction NextDirection(DisposalHolderComponent holder);
public virtual Vector2 ExitVector(DisposalHolderComponent holder)
{
return NextDirection(holder).ToVec();
}
protected Direction DirectionTo(IDisposalTubeComponent other)
{
return (other.Owner.Transform.WorldPosition - Owner.Transform.WorldPosition).GetDir();
}
public IDisposalTubeComponent? NextTube(DisposalHolderComponent holder)
{
var nextDirection = NextDirection(holder);
var snapGrid = Owner.GetComponent<SnapGridComponent>();
var oppositeDirection = new Angle(nextDirection.ToAngle().Theta + Math.PI).GetDir();
foreach (var entity in snapGrid.GetInDir(nextDirection))
{
if (!entity.TryGetComponent(out IDisposalTubeComponent? tube))
{
continue;
}
if (!tube.CanConnect(oppositeDirection, this))
{
continue;
}
if (!CanConnect(nextDirection, tube))
{
continue;
}
return tube;
}
return null;
}
public bool Remove(DisposalHolderComponent holder)
{
var removed = Contents.Remove(holder.Owner);
holder.ExitDisposals();
return removed;
}
public bool TransferTo(DisposalHolderComponent holder, IDisposalTubeComponent to)
{
var position = holder.Owner.Transform.LocalPosition;
if (!to.Contents.Insert(holder.Owner))
{
return false;
}
holder.Owner.Transform.LocalPosition = position;
Contents.Remove(holder.Owner);
holder.EnterTube(to);
return true;
}
// TODO: Make disposal pipes extend the grid
private void Connect()
{
if (_connected || _broken)
{
return;
}
_connected = true;
}
public bool CanConnect(Direction direction, IDisposalTubeComponent with)
{
if (!_connected)
{
return false;
}
if (_broken)
{
return false;
}
if (!ConnectableDirections().Contains(direction))
{
return false;
}
return true;
}
private void Disconnect()
{
if (!_connected)
{
return;
}
_connected = false;
foreach (var entity in Contents.ContainedEntities.ToArray())
{
if (!entity.TryGetComponent(out DisposalHolderComponent? holder))
{
continue;
}
holder.ExitDisposals();
}
}
public void PopupDirections(IEntity entity)
{
var directions = string.Join(", ", ConnectableDirections());
Owner.PopupMessage(entity, Loc.GetString("{0}", directions));
}
private void UpdateVisualState()
{
if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
{
return;
}
var state = _broken
? DisposalTubeVisualState.Broken
: Anchored
? DisposalTubeVisualState.Anchored
: DisposalTubeVisualState.Free;
appearance.SetData(DisposalTubeVisuals.VisualState, state);
}
private void AnchoredChanged()
{
if (!Owner.TryGetComponent(out PhysicsComponent? physics))
{
return;
}
if (physics.Anchored)
{
OnAnchor();
}
else
{
OnUnAnchor();
}
}
private void OnAnchor()
{
Connect();
UpdateVisualState();
}
private void OnUnAnchor()
{
Disconnect();
UpdateVisualState();
}
public override void Initialize()
{
base.Initialize();
Contents = ContainerHelpers.EnsureContainer<Container>(Owner, Name);
Owner.EnsureComponent<AnchorableComponent>();
}
protected override void Startup()
{
base.Startup();
if (!Owner.EnsureComponent<PhysicsComponent>().Anchored)
{
return;
}
Connect();
UpdateVisualState();
}
public override void OnRemove()
{
base.OnRemove();
Disconnect();
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case RelayMovementEntityMessage _:
if (_gameTiming.CurTime < _lastClang + ClangDelay)
{
break;
}
_lastClang = _gameTiming.CurTime;
EntitySystem.Get<AudioSystem>().PlayAtCoords(_clangSound, Owner.Transform.Coordinates);
break;
case AnchoredChangedMessage:
AnchoredChanged();
break;
}
}
void IBreakAct.OnBreak(BreakageEventArgs eventArgs)
{
_broken = true; // TODO: Repair
Disconnect();
UpdateVisualState();
}
[Verb]
private sealed class TubeDirectionsVerb : Verb<IDisposalTubeComponent>
{
protected override void GetData(IEntity user, IDisposalTubeComponent component, VerbData data)
{
data.Text = Loc.GetString("Tube Directions");
data.CategoryData = VerbCategories.Debug;
data.Visibility = VerbVisibility.Invisible;
var groupController = IoCManager.Resolve<IConGroupController>();
if (user.TryGetComponent<IActorComponent>(out var player))
{
if (groupController.CanCommand(player.playerSession, "tubeconnections"))
{
data.Visibility = VerbVisibility.Visible;
}
}
}
protected override void Activate(IEntity user, IDisposalTubeComponent component)
{
var groupController = IoCManager.Resolve<IConGroupController>();
if (user.TryGetComponent<IActorComponent>(out var player))
{
if (groupController.CanCommand(player.playerSession, "tubeconnections"))
{
component.PopupDirections(user);
}
}
}
}
}
}