* 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>
243 lines
10 KiB
C#
243 lines
10 KiB
C#
using System;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using Content.Server.GameObjects.EntitySystems.DoAfter;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Content.Shared.Interfaces;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Utility;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Items.RCD
|
|
{
|
|
[RegisterComponent]
|
|
public class RCDComponent : Component, IAfterInteract, IUse, IExamine
|
|
{
|
|
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
|
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
|
|
|
|
public override string Name => "RCD";
|
|
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
|
|
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
|
|
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int maxAmmo = 5;
|
|
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
|
|
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")] private float _delay = 2f;
|
|
private DoAfterSystem doAfterSystem;
|
|
|
|
|
|
///Enum to store the different mode states for clarity.
|
|
private enum RcdMode
|
|
{
|
|
Floors,
|
|
Walls,
|
|
Airlock,
|
|
Deconstruct
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
_ammo = maxAmmo;
|
|
doAfterSystem = EntitySystem.Get<DoAfterSystem>();
|
|
}
|
|
|
|
///<summary>
|
|
/// Method called when the RCD is clicked in-hand, this will cycle the RCD mode.
|
|
///</summary>
|
|
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
|
{
|
|
SwapMode(eventArgs);
|
|
return true;
|
|
}
|
|
|
|
///<summary>
|
|
///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
|
|
///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
|
|
///</summary>
|
|
|
|
public void SwapMode(UseEntityEventArgs eventArgs)
|
|
{
|
|
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/genhit.ogg", Owner);
|
|
int mode = (int) _mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
|
|
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
|
|
_mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
|
|
Owner.PopupMessage(eventArgs.User,
|
|
Loc.GetString(
|
|
"rcd-component-change-mode",
|
|
("mode", _mode.ToString())
|
|
)
|
|
); //Prints an overhead message above the RCD
|
|
}
|
|
|
|
public void Examine(FormattedMessage message, bool inDetailsRange)
|
|
{
|
|
if (inDetailsRange)
|
|
{
|
|
message.AddMarkup(
|
|
Loc.GetString(
|
|
"rcd-component-examine-detail-count",
|
|
("mode", _mode),
|
|
("ammoCount", _ammo)
|
|
)
|
|
);
|
|
}
|
|
}
|
|
|
|
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
|
{
|
|
//No changing mode mid-RCD
|
|
var startingMode = _mode;
|
|
|
|
var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GetGridId(Owner.EntityManager));
|
|
var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
|
|
var snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
|
|
|
|
//Using an RCD isn't instantaneous
|
|
var cancelToken = new CancellationTokenSource();
|
|
var doAfterEventArgs = new DoAfterEventArgs(eventArgs.User, _delay, cancelToken.Token, eventArgs.Target)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnStun = true,
|
|
NeedHand = true,
|
|
ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
|
|
};
|
|
|
|
var result = await doAfterSystem.DoAfter(doAfterEventArgs);
|
|
if (result == DoAfterStatus.Cancelled)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
switch (_mode)
|
|
{
|
|
//Floor mode just needs the tile to be a space tile (subFloor)
|
|
case RcdMode.Floors:
|
|
mapGrid.SetTile(eventArgs.ClickLocation, new Tile(_tileDefinitionManager["floor_steel"].TileId));
|
|
break;
|
|
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
|
|
case RcdMode.Deconstruct:
|
|
if (!tile.IsBlockedTurf(true)) //Delete the turf
|
|
{
|
|
mapGrid.SetTile(snapPos, Tile.Empty);
|
|
}
|
|
else //Delete what the user targeted
|
|
{
|
|
eventArgs.Target.Delete();
|
|
}
|
|
break;
|
|
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
|
case RcdMode.Walls:
|
|
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
|
|
ent.Transform.LocalRotation = Angle.South; // Walls always need to point south.
|
|
break;
|
|
case RcdMode.Airlock:
|
|
var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
|
|
airlock.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
|
|
break;
|
|
default:
|
|
return true; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
|
|
}
|
|
|
|
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
|
|
_ammo--;
|
|
return true;
|
|
}
|
|
|
|
private bool IsRCDStillValid(AfterInteractEventArgs eventArgs, IMapGrid mapGrid, TileRef tile, Vector2i snapPos, RcdMode startingMode)
|
|
{
|
|
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
|
|
if (_ammo <= 0)
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("The RCD is out of ammo!"));
|
|
return false;
|
|
}
|
|
|
|
if (_mode != startingMode)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var coordinates = mapGrid.ToCoordinates(tile.GridIndices);
|
|
if (coordinates == EntityCoordinates.Invalid || !eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
switch (_mode)
|
|
{
|
|
//Floor mode just needs the tile to be a space tile (subFloor)
|
|
case RcdMode.Floors:
|
|
if (!tile.Tile.IsEmpty)
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can only build a floor on space!"));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
|
|
case RcdMode.Deconstruct:
|
|
if (tile.Tile.IsEmpty)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//They tried to decon a turf but the turf is blocked
|
|
if (eventArgs.Target == null && tile.IsBlockedTurf(true))
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
|
|
return false;
|
|
}
|
|
//They tried to decon a non-turf but it's not in the whitelist
|
|
if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist rcd_decon))
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can't deconstruct that!"));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
|
case RcdMode.Walls:
|
|
if (tile.Tile.IsEmpty)
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("You cannot build a wall on space!"));
|
|
return false;
|
|
}
|
|
|
|
if (tile.IsBlockedTurf(true))
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
|
|
return false;
|
|
}
|
|
return true;
|
|
case RcdMode.Airlock:
|
|
if (tile.Tile.IsEmpty)
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("Cannot build an airlock on space!"));
|
|
return false;
|
|
}
|
|
if (tile.IsBlockedTurf(true))
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
|
|
return false;
|
|
}
|
|
return true;
|
|
default:
|
|
return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
|
|
}
|
|
}
|
|
}
|
|
}
|