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