Files
tbd-station-14/Content.Server/GameObjects/Components/Fluids/SprayComponent.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

213 lines
7.5 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Shared.Audio;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Fluids;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
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.Fluids
{
[RegisterComponent]
class SprayComponent : SharedSprayComponent, IAfterInteract, IUse, IActivate, IDropped
{
public const float SprayDistance = 3f;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
[DataField("transferAmount")]
private ReagentUnit _transferAmount = ReagentUnit.New(10);
[DataField("spraySound")]
private string _spraySound;
[DataField("sprayVelocity")]
private float _sprayVelocity = 1.5f;
[DataField("sprayAliveTime")]
private float _sprayAliveTime = 0.75f;
private TimeSpan _lastUseTime;
private TimeSpan _cooldownEnd;
[DataField("cooldownTime")]
private float _cooldownTime = 0.5f;
[DataField("sprayedPrototype")]
private string _vaporPrototype = "Vapor";
[DataField("vaporAmount")]
private int _vaporAmount = 1;
[DataField("vaporSpread")]
private float _vaporSpread = 90f;
[DataField("hasSafety")]
private bool _hasSafety;
[DataField("safety")]
private bool _safety = true;
/// <summary>
/// The amount of solution to be sprayer from this solution when using it
/// </summary>
[ViewVariables]
public ReagentUnit TransferAmount
{
get => _transferAmount;
set => _transferAmount = value;
}
/// <summary>
/// The speed at which the vapor starts when sprayed
/// </summary>
[ViewVariables]
public float Velocity
{
get => _sprayVelocity;
set => _sprayVelocity = value;
}
public string SpraySound => _spraySound;
public ReagentUnit CurrentVolume => Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn(out SolutionContainerComponent _);
if (_hasSafety)
{
SetSafety(Owner, _safety);
}
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!ActionBlockerSystem.CanInteract(eventArgs.User))
return false;
if (_hasSafety && _safety)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Its safety is on!"));
return true;
}
if (CurrentVolume <= 0)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("It's empty!"));
return true;
}
var curTime = _gameTiming.CurTime;
if(curTime < _cooldownEnd)
return true;
var playerPos = eventArgs.User.Transform.Coordinates;
if (eventArgs.ClickLocation.GetGridId(_serverEntityManager) != playerPos.GetGridId(_serverEntityManager))
return true;
if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
return true;
var direction = (eventArgs.ClickLocation.Position - playerPos.Position).Normalized;
var threeQuarters = direction * 0.75f;
var quarter = direction * 0.25f;
var amount = Math.Max(Math.Min((contents.CurrentVolume / _transferAmount).Int(), _vaporAmount), 1);
var spread = _vaporSpread / amount;
for (var i = 0; i < amount; i++)
{
var rotation = new Angle(direction.ToAngle() + Angle.FromDegrees(spread * i) - Angle.FromDegrees(spread * (amount-1)/2));
var (_, diffPos) = eventArgs.ClickLocation - playerPos;
var diffNorm = diffPos.Normalized;
var diffLength = diffPos.Length;
var target = eventArgs.User.Transform.Coordinates.Offset((diffNorm + rotation.ToVec()).Normalized * diffLength + quarter);
if (target.TryDistance(Owner.EntityManager, playerPos, out var distance) && distance > SprayDistance)
target = eventArgs.User.Transform.Coordinates.Offset(diffNorm * SprayDistance);
var solution = contents.SplitSolution(_transferAmount);
if (solution.TotalVolume <= ReagentUnit.Zero)
break;
var vapor = _serverEntityManager.SpawnEntity(_vaporPrototype, playerPos.Offset(distance < 1 ? quarter : threeQuarters));
vapor.Transform.LocalRotation = rotation;
if (vapor.TryGetComponent(out AppearanceComponent appearance)) // Vapor sprite should face down.
{
appearance.SetData(VaporVisuals.Rotation, -Angle.South + rotation);
appearance.SetData(VaporVisuals.Color, contents.Color.WithAlpha(1f));
appearance.SetData(VaporVisuals.State, true);
}
// Add the solution to the vapor and actually send the thing
var vaporComponent = vapor.GetComponent<VaporComponent>();
vaporComponent.TryAddSolution(solution);
vaporComponent.Start(rotation.ToVec(), _sprayVelocity, target, _sprayAliveTime);
}
//Play sound
EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner, AudioHelpers.WithVariation(0.125f));
_lastUseTime = curTime;
_cooldownEnd = _lastUseTime + TimeSpan.FromSeconds(_cooldownTime);
if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
{
cooldown.CooldownStart = _lastUseTime;
cooldown.CooldownEnd = _cooldownEnd;
}
return true;
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
ToggleSafety(eventArgs.User);
return true;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
ToggleSafety(eventArgs.User);
}
private void ToggleSafety(IEntity user)
{
SetSafety(user, !_safety);
}
private void SetSafety(IEntity user, bool state)
{
if (!ActionBlockerSystem.CanInteract(user) || !_hasSafety)
return;
_safety = state;
if(Owner.TryGetComponent(out AppearanceComponent appearance))
appearance.SetData(SprayVisuals.Safety, _safety);
}
void IDropped.Dropped(DroppedEventArgs eventArgs)
{
if(_hasSafety && Owner.TryGetComponent(out AppearanceComponent appearance))
appearance.SetData(SprayVisuals.Safety, _safety);
}
}
}