Files
tbd-station-14/Content.Server/GameObjects/Components/Power/ApcNetComponents/PowerReceiverUsers/BaseCharger.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

303 lines
10 KiB
C#

#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
using Content.Shared.GameObjects.Components.Power;
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.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers
{
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IInteractUsing))]
public abstract class BaseCharger : Component, IActivate, IInteractUsing
{
[ViewVariables]
private BatteryComponent? _heldBattery;
[ViewVariables]
private ContainerSlot _container = default!;
[ViewVariables]
private CellChargerStatus _status;
[ViewVariables]
[DataField("chargeRate")]
private int _chargeRate = 100;
[ViewVariables]
[DataField("transferEfficiency")]
private float _transferEfficiency = 0.85f;
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PowerReceiverComponent>();
_container = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-powerCellContainer");
// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
PowerUpdate(powerChanged);
break;
}
}
public override void OnRemove()
{
_heldBattery = null;
base.OnRemove();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
var result = TryInsertItem(eventArgs.Using);
if (!result)
{
eventArgs.User.PopupMessage(Owner, Loc.GetString("Unable to insert capacitor"));
}
return result;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
RemoveItem(eventArgs.User);
}
/// <summary>
/// This will remove the item directly into the user's hand / floor
/// </summary>
/// <param name="user"></param>
private void RemoveItem(IEntity user)
{
var heldItem = _container.ContainedEntity;
if (heldItem == null)
{
return;
}
_container.Remove(heldItem);
_heldBattery = null;
if (user.TryGetComponent(out HandsComponent? handsComponent))
{
handsComponent.PutInHandOrDrop(heldItem.GetComponent<ItemComponent>());
}
if (heldItem.TryGetComponent(out ServerBatteryBarrelComponent? batteryBarrelComponent))
{
batteryBarrelComponent.UpdateAppearance();
}
UpdateStatus();
}
private void PowerUpdate(PowerChangedMessage eventArgs)
{
UpdateStatus();
}
[Verb]
private sealed class InsertVerb : Verb<BaseCharger>
{
protected override void GetData(IEntity user, BaseCharger component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (!user.TryGetComponent(out HandsComponent? handsComponent))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (component._container.ContainedEntity != null || handsComponent.GetActiveHand == null)
{
data.Visibility = VerbVisibility.Disabled;
data.Text = Loc.GetString("Insert");
return;
}
var heldItemName = Loc.GetString(handsComponent.GetActiveHand.Owner.Name);
data.Text = Loc.GetString("Insert {0}", heldItemName);
}
protected override void Activate(IEntity user, BaseCharger component)
{
if (!user.TryGetComponent(out HandsComponent? handsComponent))
{
return;
}
if (handsComponent.GetActiveHand == null)
{
return;
}
var userItem = handsComponent.GetActiveHand.Owner;
handsComponent.Drop(userItem);
component.TryInsertItem(userItem);
}
}
[Verb]
private sealed class EjectVerb : Verb<BaseCharger>
{
protected override void GetData(IEntity user, BaseCharger component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (component._container.ContainedEntity == null)
{
data.Text = Loc.GetString("Eject");
data.Visibility = VerbVisibility.Disabled;
return;
}
var containerItemName = Loc.GetString(component._container.ContainedEntity.Name);
data.Text = Loc.GetString("Eject {0}", containerItemName);
}
protected override void Activate(IEntity user, BaseCharger component)
{
component.RemoveItem(user);
}
}
private CellChargerStatus GetStatus()
{
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return CellChargerStatus.Off;
}
if (_container.ContainedEntity == null)
{
return CellChargerStatus.Empty;
}
if (_heldBattery != null && Math.Abs(_heldBattery.MaxCharge - _heldBattery.CurrentCharge) < 0.01)
{
return CellChargerStatus.Charged;
}
return CellChargerStatus.Charging;
}
private bool TryInsertItem(IEntity entity)
{
if (!IsEntityCompatible(entity) || _container.ContainedEntity != null)
{
return false;
}
if (!_container.Insert(entity))
{
return false;
}
_heldBattery = GetBatteryFrom(entity);
UpdateStatus();
return true;
}
/// <summary>
/// If the supplied entity should fit into the charger.
/// </summary>
protected abstract bool IsEntityCompatible(IEntity entity);
protected abstract BatteryComponent? GetBatteryFrom(IEntity entity);
private void UpdateStatus()
{
// Not called UpdateAppearance just because it messes with the load
var status = GetStatus();
if (_status == status ||
!Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
return;
}
_status = status;
Owner.TryGetComponent(out AppearanceComponent? appearance);
switch (_status)
{
// Update load just in case
case CellChargerStatus.Off:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Off);
break;
case CellChargerStatus.Empty:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Empty);
break;
case CellChargerStatus.Charging:
receiver.Load = (int) (_chargeRate / _transferEfficiency);
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charging);
break;
case CellChargerStatus.Charged:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charged);
break;
default:
throw new ArgumentOutOfRangeException();
}
appearance?.SetData(CellVisual.Occupied, _container.ContainedEntity != null);
}
public void OnUpdate(float frameTime) //todo: make single system for this
{
if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged || _container.ContainedEntity == null)
{
return;
}
TransferPower(frameTime);
}
private void TransferPower(float frameTime)
{
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return;
}
if (_heldBattery == null)
{
return;
}
_heldBattery.CurrentCharge += _chargeRate * frameTime;
// Just so the sprite won't be set to 99.99999% visibility
if (_heldBattery.MaxCharge - _heldBattery.CurrentCharge < 0.01)
{
_heldBattery.CurrentCharge = _heldBattery.MaxCharge;
}
UpdateStatus();
}
}
}