* 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>
169 lines
5.5 KiB
C#
169 lines
5.5 KiB
C#
#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Trigger.TimerTrigger;
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using Content.Server.Throw;
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using Content.Shared.GameObjects.Components.Explosion;
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using Robust.Shared.Containers;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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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.Explosion
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{
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[RegisterComponent]
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public sealed class ClusterFlashComponent : Component, IInteractUsing, IUse
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{
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public override string Name => "ClusterFlash";
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private Container _grenadesContainer = default!;
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/// <summary>
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/// What we fill our prototype with if we want to pre-spawn with grenades.
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/// </summary>
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[ViewVariables] [DataField("fillPrototype")]
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private string? _fillPrototype;
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/// <summary>
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/// If we have a pre-fill how many more can we spawn.
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/// </summary>
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private int _unspawnedCount;
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/// <summary>
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/// Maximum grenades in the container.
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/// </summary>
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[ViewVariables] [DataField("maxGrenadesCount")]
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private int _maxGrenades = 3;
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/// <summary>
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/// How long until our grenades are shot out and armed.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")]
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private float _delay = 1;
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/// <summary>
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/// Max distance grenades can be thrown.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("distance")]
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private float _throwDistance = 3;
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/// <summary>
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/// This is the end.
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/// </summary>
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private bool _countDown;
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
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{
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if (_grenadesContainer.ContainedEntities.Count >= _maxGrenades || !args.Using.HasComponent<FlashExplosiveComponent>())
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return false;
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_grenadesContainer.Insert(args.Using);
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UpdateAppearance();
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return true;
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}
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public override void Initialize()
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{
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base.Initialize();
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_grenadesContainer = ContainerHelpers.EnsureContainer<Container>(Owner, "cluster-flash");
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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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if (_fillPrototype != null)
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{
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_unspawnedCount = Math.Max(0, _maxGrenades - _grenadesContainer.ContainedEntities.Count);
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UpdateAppearance();
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}
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (_countDown || (_grenadesContainer.ContainedEntities.Count + _unspawnedCount) <= 0)
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return false;
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Owner.SpawnTimer((int) (_delay * 1000), () =>
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{
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if (Owner.Deleted)
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return;
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_countDown = true;
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var random = IoCManager.Resolve<IRobustRandom>();
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var delay = 20;
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var grenadesInserted = _grenadesContainer.ContainedEntities.Count + _unspawnedCount;
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var thrownCount = 0;
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var segmentAngle = (int) (360 / grenadesInserted);
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while (TryGetGrenade(out var grenade))
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{
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var angleMin = segmentAngle * thrownCount;
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var angleMax = segmentAngle * (thrownCount + 1);
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var angle = Angle.FromDegrees(random.Next(angleMin, angleMax));
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var distance = (float)random.NextFloat() * _throwDistance;
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var target = new EntityCoordinates(Owner.Uid, angle.ToVec().Normalized * distance);
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grenade.Throw(0.5f, target, grenade.Transform.Coordinates);
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grenade.SpawnTimer(delay, () =>
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{
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if (grenade.Deleted)
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return;
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if (grenade.TryGetComponent(out OnUseTimerTriggerComponent? useTimer))
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{
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useTimer.Trigger(eventArgs.User);
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}
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});
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delay += random.Next(550, 900);
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thrownCount++;
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}
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Owner.Delete();
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});
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return true;
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}
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private bool TryGetGrenade([NotNullWhen(true)] out IEntity? grenade)
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{
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grenade = null;
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if (_unspawnedCount > 0)
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{
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_unspawnedCount--;
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grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
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return true;
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}
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if (_grenadesContainer.ContainedEntities.Count > 0)
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{
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grenade = _grenadesContainer.ContainedEntities[0];
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// This shouldn't happen but you never know.
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if (!_grenadesContainer.Remove(grenade))
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return false;
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return true;
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}
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return false;
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}
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private void UpdateAppearance()
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance)) return;
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appearance.SetData(ClusterFlashVisuals.GrenadesCounter, _grenadesContainer.ContainedEntities.Count + _unspawnedCount);
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}
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}
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}
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