Files
tbd-station-14/Content.Server/GameObjects/Components/Items/Storage/EntityStorageComponent.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

482 lines
14 KiB
C#

#nullable enable
using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.Storage;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
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.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Items.Storage
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IStorageComponent))]
public class EntityStorageComponent : Component, IActivate, IStorageComponent, IInteractUsing, IDestroyAct, IActionBlocker, IExAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "EntityStorage";
private const float MaxSize = 1.0f; // maximum width or height of an entity allowed inside the storage.
private static readonly TimeSpan InternalOpenAttemptDelay = TimeSpan.FromSeconds(0.5);
private TimeSpan _lastInternalOpenAttempt;
[ViewVariables]
[DataField("Capacity")]
private int _storageCapacityMax = 30;
[ViewVariables]
[DataField("IsCollidableWhenOpen")]
private bool _isCollidableWhenOpen;
[ViewVariables]
protected IEntityQuery? EntityQuery;
[DataField("showContents")]
private bool _showContents;
[DataField("occludesLight")]
private bool _occludesLight = true;
[DataField("open")]
private bool _open;
[DataField("CanWeldShut")]
private bool _canWeldShut = true;
[DataField("IsWeldedShut")]
private bool _isWeldedShut;
[DataField("closeSound")]
private string _closeSound = "/Audio/Machines/closetclose.ogg";
[DataField("openSound")]
private string _openSound = "/Audio/Machines/closetopen.ogg";
[ViewVariables]
protected Container Contents = default!;
/// <summary>
/// Determines if the container contents should be drawn when the container is closed.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowContents
{
get => _showContents;
set
{
_showContents = value;
Contents.ShowContents = _showContents;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public bool OccludesLight
{
get => _occludesLight;
set
{
_occludesLight = value;
Contents.OccludesLight = _occludesLight;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public bool Open
{
get => _open;
private set => _open = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public bool IsWeldedShut
{
get => _isWeldedShut;
set
{
_isWeldedShut = value;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(StorageVisuals.Welded, value);
}
}
}
private bool _beingWelded;
[ViewVariables(VVAccess.ReadWrite)]
public bool CanWeldShut {
get => _canWeldShut;
set
{
if (_canWeldShut == value)
return;
_canWeldShut = value;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(StorageVisuals.CanWeld, value);
}
}
}
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
Contents = ContainerHelpers.EnsureContainer<Container>(Owner, nameof(EntityStorageComponent));
EntityQuery = new IntersectingEntityQuery(Owner);
Contents.ShowContents = _showContents;
Contents.OccludesLight = _occludesLight;
if (Owner.TryGetComponent<PlaceableSurfaceComponent>(out var placeableSurfaceComponent))
{
placeableSurfaceComponent.IsPlaceable = Open;
}
}
public virtual void Activate(ActivateEventArgs eventArgs)
{
ToggleOpen(eventArgs.User);
}
public virtual bool CanOpen(IEntity user, bool silent = false)
{
if (IsWeldedShut)
{
if(!silent) Owner.PopupMessage(user, Loc.GetString("It's welded completely shut!"));
return false;
}
return true;
}
public virtual bool CanClose(IEntity user, bool silent = false)
{
return true;
}
private void ToggleOpen(IEntity user)
{
if (Open)
{
TryCloseStorage(user);
}
else
{
TryOpenStorage(user);
}
}
protected virtual void CloseStorage()
{
Open = false;
EntityQuery ??= new IntersectingEntityQuery(Owner);
var entities = Owner.EntityManager.GetEntities(EntityQuery);
var count = 0;
foreach (var entity in entities)
{
// prevents taking items out of inventories, out of containers, and orphaning child entities
if(!entity.Transform.IsMapTransform)
continue;
// only items that can be stored in an inventory, or a mob, can be eaten by a locker
if (!entity.HasComponent<StorableComponent>() &&
!entity.HasComponent<IBody>())
continue;
if (!AddToContents(entity))
{
continue;
}
count++;
if (count >= _storageCapacityMax)
{
break;
}
}
ModifyComponents();
EntitySystem.Get<AudioSystem>().PlayFromEntity(_closeSound, Owner);
_lastInternalOpenAttempt = default;
}
protected virtual void OpenStorage()
{
Open = true;
EmptyContents();
ModifyComponents();
EntitySystem.Get<AudioSystem>().PlayFromEntity(_openSound, Owner);
}
private void ModifyComponents()
{
if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysicsComponent>(out var physics))
{
if (Open)
{
physics.Hard = false;
}
else
{
physics.Hard = true;
}
}
if (Owner.TryGetComponent<PlaceableSurfaceComponent>(out var placeableSurfaceComponent))
{
placeableSurfaceComponent.IsPlaceable = Open;
}
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(StorageVisuals.Open, Open);
}
}
protected virtual bool AddToContents(IEntity entity)
{
if (entity == Owner) return false;
if (entity.TryGetComponent(out IPhysicsComponent? entityPhysicsComponent))
{
if(MaxSize < entityPhysicsComponent.WorldAABB.Size.X
|| MaxSize < entityPhysicsComponent.WorldAABB.Size.Y)
{
return false;
}
}
if (Contents.CanInsert(entity))
{
Contents.Insert(entity);
entity.Transform.LocalPosition = Vector2.Zero;
if (entityPhysicsComponent != null)
{
entityPhysicsComponent.CanCollide = false;
}
return true;
}
return false;
}
public virtual Vector2 ContentsDumpPosition()
{
return Owner.Transform.WorldPosition;
}
private void EmptyContents()
{
foreach (var contained in Contents.ContainedEntities.ToArray())
{
if(Contents.Remove(contained))
{
contained.Transform.WorldPosition = ContentsDumpPosition();
if (contained.TryGetComponent<IPhysicsComponent>(out var physics))
{
physics.CanCollide = true;
}
}
}
}
/// <inheritdoc />
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case RelayMovementEntityMessage msg:
if (msg.Entity.HasComponent<HandsComponent>())
{
if (_gameTiming.CurTime <
_lastInternalOpenAttempt + InternalOpenAttemptDelay)
{
break;
}
_lastInternalOpenAttempt = _gameTiming.CurTime;
TryOpenStorage(msg.Entity);
}
break;
}
}
public virtual bool TryOpenStorage(IEntity user)
{
if (!CanOpen(user)) return false;
OpenStorage();
return true;
}
public virtual bool TryCloseStorage(IEntity user)
{
if (!CanClose(user)) return false;
CloseStorage();
return true;
}
/// <inheritdoc />
public bool Remove(IEntity entity)
{
return Contents.CanRemove(entity);
}
/// <inheritdoc />
public bool Insert(IEntity entity)
{
// Trying to add while open just dumps it on the ground below us.
if (Open)
{
entity.Transform.WorldPosition = Owner.Transform.WorldPosition;
return true;
}
return Contents.Insert(entity);
}
/// <inheritdoc />
public bool CanInsert(IEntity entity)
{
if (Open)
{
return true;
}
if (Contents.ContainedEntities.Count >= _storageCapacityMax)
{
return false;
}
return Contents.CanInsert(entity);
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (_beingWelded)
return false;
if (Open)
{
_beingWelded = false;
return false;
}
if (!CanWeldShut)
{
_beingWelded = false;
return false;
}
if (Contents.Contains(eventArgs.User))
{
_beingWelded = false;
Owner.PopupMessage(eventArgs.User, Loc.GetString("It's too Cramped!"));
return false;
}
if (!eventArgs.Using.TryGetComponent(out WelderComponent? tool) || !tool.WelderLit)
{
_beingWelded = false;
return false;
}
if (_beingWelded)
return false;
_beingWelded = true;
if (!await tool.UseTool(eventArgs.User, Owner, 1f, ToolQuality.Welding, 1f))
{
_beingWelded = false;
return false;
}
_beingWelded = false;
IsWeldedShut ^= true;
return true;
}
void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
{
Open = true;
EmptyContents();
}
[Verb]
private sealed class OpenToggleVerb : Verb<EntityStorageComponent>
{
protected override void GetData(IEntity user, EntityStorageComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
component.OpenVerbGetData(user, component, data);
}
/// <inheritdoc />
protected override void Activate(IEntity user, EntityStorageComponent component)
{
component.ToggleOpen(user);
}
}
protected virtual void OpenVerbGetData(IEntity user, EntityStorageComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (IsWeldedShut)
{
data.Visibility = VerbVisibility.Disabled;
var verb = Loc.GetString(component.Open ? "Close" : "Open");
data.Text = Loc.GetString("{0} (welded shut)", verb);
return;
}
data.Text = Loc.GetString(component.Open ? "Close" : "Open");
}
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (eventArgs.Severity < ExplosionSeverity.Heavy)
{
return;
}
var containedEntities = Contents.ContainedEntities.ToList();
foreach (var entity in containedEntities)
{
var exActs = entity.GetAllComponents<IExAct>().ToArray();
foreach (var exAct in exActs)
{
exAct.OnExplosion(eventArgs);
}
}
}
}
}