Files
tbd-station-14/Content.Server/GameObjects/Components/Recycling/RecyclerComponent.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

201 lines
5.9 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Conveyor;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Players;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Recycling;
using Content.Shared.Interfaces;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Recycling
{
// TODO: Add sound and safe beep
[RegisterComponent]
public class RecyclerComponent : Component, ICollideBehavior, ISuicideAct
{
public override string Name => "Recycler";
private readonly List<IEntity> _intersecting = new();
/// <summary>
/// Whether or not sentient beings will be recycled
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("safe")]
private bool _safe = true;
/// <summary>
/// The percentage of material that will be recovered
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("efficiency")]
private float _efficiency = 0.25f;
private bool Powered =>
!Owner.TryGetComponent(out PowerReceiverComponent? receiver) ||
receiver.Powered;
private void Bloodstain()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(RecyclerVisuals.Bloody, true);
}
}
private void Clean()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(RecyclerVisuals.Bloody, false);
}
}
private bool CanGib(IEntity entity)
{
// We suppose this entity has a Recyclable component.
return entity.HasComponent<IBody>() && !_safe && Powered;
}
private void Recycle(IEntity entity)
{
if (!_intersecting.Contains(entity))
{
_intersecting.Add(entity);
}
// TODO: Prevent collision with recycled items
// Can only recycle things that are recyclable... And also check the safety of the thing to recycle.
if (!entity.TryGetComponent(out RecyclableComponent? recyclable) || !recyclable.Safe && _safe) return;
// Mobs are a special case!
if (CanGib(entity))
{
entity.GetComponent<IBody>().Gib(true);
Bloodstain();
return;
}
recyclable.Recycle(_efficiency);
}
private bool CanRun()
{
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return false;
}
if (Owner.HasComponent<ItemComponent>())
{
return false;
}
return true;
}
private bool CanMove(IEntity entity)
{
if (entity == Owner)
{
return false;
}
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
physics.Anchored)
{
return false;
}
if (entity.HasComponent<ConveyorComponent>())
{
return false;
}
if (entity.HasComponent<IMapGridComponent>())
{
return false;
}
if (entity.IsInContainer())
{
return false;
}
return true;
}
public void Update(float frameTime)
{
if (!CanRun())
{
_intersecting.Clear();
return;
}
var direction = Vector2.UnitX;
for (var i = _intersecting.Count - 1; i >= 0; i--)
{
var entity = _intersecting[i];
if (entity.Deleted || !CanMove(entity) || !Owner.EntityManager.IsIntersecting(Owner, entity))
{
_intersecting.RemoveAt(i);
continue;
}
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
var controller = physics.EnsureController<ConveyedController>();
controller.Move(direction, frameTime, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
}
}
}
void ICollideBehavior.CollideWith(IEntity collidedWith)
{
Recycle(collidedWith);
}
SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
{
var mind = victim.PlayerSession()?.ContentData()?.Mind;
if (mind != null)
{
IoCManager.Resolve<IGameTicker>().OnGhostAttempt(mind, false);
mind.OwnedEntity.PopupMessage(Loc.GetString("You recycle yourself!"));
}
victim.PopupMessageOtherClients(Loc.GetString("{0:theName} tries to recycle {0:themself}!", victim));
if (victim.TryGetComponent<IBody>(out var body))
{
body.Gib(true);
}
Bloodstain();
return SuicideKind.Bloodloss;
}
}
}