Files
tbd-station-14/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.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

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!
}
}
}
}