* 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>
164 lines
5.6 KiB
C#
164 lines
5.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Portal;
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using Content.Shared.GameObjects.Components.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Portal
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{
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[RegisterComponent]
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public class PortalComponent : SharedPortalComponent, ICollideBehavior
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{
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// Potential improvements: Different sounds,
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// Add Gateways
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// More efficient form of GetEntitiesIntersecting,
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// Put portal above most other things layer-wise
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// Add telefragging (get entities on connecting portal and force brute damage)
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private IEntity? _connectingTeleporter;
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private PortalState _state = PortalState.Pending;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("individual_cooldown")] private float _individualPortalCooldown = 2.1f;
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[ViewVariables] [DataField("overall_cooldown")] private float _overallPortalCooldown = 2.0f;
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[ViewVariables] private bool _onCooldown;
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[ViewVariables] [DataField("departure_sound")] private string _departureSound = "/Audio/Effects/teleport_departure.ogg";
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[ViewVariables] [DataField("arrival_sound")] private string _arrivalSound = "/Audio/Effects/teleport_arrival.ogg";
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public readonly List<IEntity> ImmuneEntities = new(); // K
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[ViewVariables(VVAccess.ReadWrite)] [DataField("alive_time")] private float _aliveTime = 10f;
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public override void OnAdd()
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{
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// This will blow up an entity it's attached to
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base.OnAdd();
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_state = PortalState.Pending;
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if (_aliveTime > 0)
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{
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Owner.SpawnTimer(TimeSpan.FromSeconds(_aliveTime), () => Owner.Delete());
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}
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}
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public bool CanBeConnected()
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{
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return _connectingTeleporter == null;
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}
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public void TryConnectPortal(IEntity otherPortal)
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{
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if (otherPortal.TryGetComponent<PortalComponent>(out var connectedPortal) && connectedPortal.CanBeConnected())
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{
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_connectingTeleporter = otherPortal;
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connectedPortal._connectingTeleporter = Owner;
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TryChangeState(PortalState.Pending);
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}
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}
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public void TryChangeState(PortalState targetState)
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{
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if (Deleted)
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{
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return;
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}
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_state = targetState;
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(PortalVisuals.State, _state);
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}
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}
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private void ReleaseCooldown(IEntity entity)
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{
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if (Deleted)
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{
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return;
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}
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if (ImmuneEntities.Contains(entity))
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{
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ImmuneEntities.Remove(entity);
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}
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if (_connectingTeleporter != null &&
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_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
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{
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otherPortal.ImmuneEntities.Remove(entity);
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}
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}
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private bool IsEntityPortable(IEntity entity)
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{
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// TODO: Check if it's slotted etc. Otherwise the slot item itself gets ported.
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return !ImmuneEntities.Contains(entity) &&
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entity.HasTag("Teleportable");
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}
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public void StartCooldown()
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{
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if (_overallPortalCooldown <= 0 || _onCooldown)
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{
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// Just in case?
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_onCooldown = false;
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return;
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}
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_onCooldown = true;
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TryChangeState(PortalState.RecentlyTeleported);
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if (_connectingTeleporter == null ||
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!_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
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{
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return;
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}
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otherPortal.TryChangeState(PortalState.RecentlyTeleported);
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Owner.SpawnTimer(TimeSpan.FromSeconds(_overallPortalCooldown), () =>
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{
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_onCooldown = false;
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TryChangeState(PortalState.Pending);
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otherPortal.TryChangeState(PortalState.Pending);
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});
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}
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public void TryPortalEntity(IEntity entity)
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{
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if (ImmuneEntities.Contains(entity) ||
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_connectingTeleporter == null ||
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!IsEntityPortable(entity))
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{
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return;
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}
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var position = _connectingTeleporter.Transform.Coordinates;
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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// Departure
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// Do we need to rate-limit sounds to stop ear BLAST?
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soundPlayer.PlayAtCoords(_departureSound, entity.Transform.Coordinates);
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entity.Transform.Coordinates = position;
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soundPlayer.PlayAtCoords(_arrivalSound, entity.Transform.Coordinates);
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TryChangeState(PortalState.RecentlyTeleported);
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// To stop spam teleporting. Could potentially look at adding a timer to flush this from the portal
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ImmuneEntities.Add(entity);
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_connectingTeleporter.GetComponent<PortalComponent>().ImmuneEntities.Add(entity);
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Owner.SpawnTimer(TimeSpan.FromSeconds(_individualPortalCooldown), () => ReleaseCooldown(entity));
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StartCooldown();
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}
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public void CollideWith(IEntity collidedWith)
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{
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if (_onCooldown == false)
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{
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TryPortalEntity(collidedWith);
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}
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}
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}
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}
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