Files
tbd-station-14/Content.Server/GameObjects/Components/Portal/PortalComponent.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

164 lines
5.6 KiB
C#

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