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