Files
tbd-station-14/Content.Server/GameObjects/Components/Kitchen/KitchenSpikeComponent.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

162 lines
5.3 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Utility;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Kitchen;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
namespace Content.Server.GameObjects.Components.Kitchen
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class KitchenSpikeComponent : SharedKitchenSpikeComponent, IActivate, ISuicideAct
{
private int _meatParts;
private string? _meatPrototype;
private string _meatSource1p = "?";
private string _meatSource0 = "?";
private string _meatName = "?";
private List<EntityUid> _beingButchered = new();
void IActivate.Activate(ActivateEventArgs eventArgs)
{
SpriteComponent? sprite;
if (_meatParts == 0)
{
return;
}
_meatParts--;
if (!string.IsNullOrEmpty(_meatPrototype))
{
var meat = Owner.EntityManager.SpawnEntity(_meatPrototype, Owner.Transform.Coordinates);
if (meat != null)
{
meat.Name = _meatName;
}
}
if (_meatParts != 0)
{
eventArgs.User.PopupMessage(_meatSource1p);
}
else
{
if (Owner.TryGetComponent(out sprite))
{
sprite.LayerSetState(0, "spike");
}
eventArgs.User.PopupMessage(_meatSource0);
}
return;
}
public override bool DragDropOn(DragDropEventArgs eventArgs)
{
TrySpike(eventArgs.Dragged, eventArgs.User);
return true;
}
private bool Spikeable(IEntity user, IEntity victim, [NotNullWhen(true)] out ButcherableComponent? butcherable)
{
butcherable = null;
if (_meatParts > 0)
{
Owner.PopupMessage(user, Loc.GetString("The spike already has something on it, finish collecting its meat first!"));
return false;
}
if (!victim.TryGetComponent(out butcherable))
{
Owner.PopupMessage(user, Loc.GetString("{0:theName} can't be butchered on the spike.", victim));
return false;
}
return true;
}
public async void TrySpike(IEntity victim, IEntity user)
{
var victimUid = victim.Uid;
if (_beingButchered.Contains(victimUid)) return;
ButcherableComponent? butcherable;
if (!Spikeable(user, victim, out butcherable)) return;
if (user != victim)
{
Owner.PopupMessage(victim, Loc.GetString("{0:theName} begins dragging you onto {1:theName}!", user, Owner));
}
else
{
Owner.PopupMessage(user, Loc.GetString("You begin dragging yourself onto {0:theName}!", Owner));
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, SpikeDelay, default, victim)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true,
};
_beingButchered.Add(victimUid);
var result = await doAfterSystem.DoAfter(doAfterArgs);
_beingButchered.Remove(victimUid);
if (result == DoAfterStatus.Cancelled)
return;
if (!Spikeable(user, victim, out butcherable)) return;
_meatPrototype = butcherable.MeatPrototype;
_meatParts = 5;
_meatSource1p = Loc.GetString("You remove some meat from {0:theName}.", victim);
_meatSource0 = Loc.GetString("You remove the last piece of meat from {0:theName}!", victim);
// TODO: This could stand to be improved somehow, but it'd require Name to be much 'richer' in detail than it presently is.
// But Name is RobustToolbox-level, so presumably it'd have to be done in some other way (interface???)
_meatName = Loc.GetString("{0:name} meat", victim);
// TODO: Visualizer
if (Owner.TryGetComponent<SpriteComponent>(out var sprite))
{
sprite.LayerSetState(0, "spikebloody");
}
Owner.PopupMessageEveryone(Loc.GetString("{0:theName} has forced {1:theName} onto the spike, killing them instantly!", user, victim));
victim.Delete();
return;
}
SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
{
var othersMessage = Loc.GetString("{0:theName} has thrown themselves on a meat spike!", victim);
victim.PopupMessageOtherClients(othersMessage);
var selfMessage = Loc.GetString("You throw yourself on a meat spike!");
victim.PopupMessage(selfMessage);
return SuicideKind.Piercing;
}
}
}