* 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>
218 lines
7.3 KiB
C#
218 lines
7.3 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Buckle;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Strap;
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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.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Players;
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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.Strap
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStrapComponent))]
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public class StrapComponent : SharedStrapComponent, IInteractHand, ISerializationHooks
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{
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[ComponentDependency] public readonly SpriteComponent? SpriteComponent = null;
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private readonly HashSet<IEntity> _buckledEntities = new();
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/// <summary>
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/// The angle in degrees to rotate the player by when they get strapped
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/// </summary>
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[ViewVariables] [DataField("rotation")]
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private int _rotation;
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/// <summary>
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/// The size of the strap which is compared against when buckling entities
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/// </summary>
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[ViewVariables] [DataField("size")] private int _size = 100;
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private int _occupiedSize;
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/// <summary>
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/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
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/// </summary>
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public IReadOnlyCollection<IEntity> BuckledEntities => _buckledEntities;
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[field: DataField("position")]
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public StrapPosition Position { get; } = StrapPosition.None;
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/// <summary>
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/// The sound to be played when a mob is buckled
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/// </summary>
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[ViewVariables]
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[field: DataField("buckleSound")]
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public string BuckleSound { get; } = "/Audio/Effects/buckle.ogg";
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/// <summary>
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/// The sound to be played when a mob is unbuckled
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/// </summary>
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[ViewVariables]
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[field: DataField("unbuckleSound")]
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public string UnbuckleSound { get; } = "/Audio/Effects/unbuckle.ogg";
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/// <summary>
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/// ID of the alert to show when buckled
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/// </summary>
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[ViewVariables]
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[field: DataField("buckledAlertType")]
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public AlertType BuckledAlertType { get; } = AlertType.Buckled;
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/// <summary>
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/// The sum of the sizes of all the buckled entities in this strap
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/// </summary>
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[ViewVariables]
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public int OccupiedSize => _occupiedSize;
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/// <summary>
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/// Checks if this strap has enough space for a new occupant.
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/// </summary>
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/// <param name="buckle">The new occupant</param>
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/// <returns>true if there is enough space, false otherwise</returns>
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public bool HasSpace(BuckleComponent buckle)
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{
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return OccupiedSize + buckle.Size <= _size;
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}
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/// <summary>
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/// DO NOT CALL THIS DIRECTLY.
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/// Adds a buckled entity. Called from <see cref="BuckleComponent.TryBuckle"/>
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/// </summary>
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/// <param name="buckle">The component to add</param>
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/// <param name="force">
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/// Whether or not to check if the strap has enough space
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/// </param>
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/// <returns>True if added, false otherwise</returns>
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public bool TryAdd(BuckleComponent buckle, bool force = false)
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{
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if (!force && !HasSpace(buckle))
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{
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return false;
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}
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if (!_buckledEntities.Add(buckle.Owner))
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{
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return false;
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}
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_occupiedSize += buckle.Size;
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buckle.Appearance?.SetData(StrapVisuals.RotationAngle, _rotation);
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SendMessage(new StrapMessage(buckle.Owner, Owner));
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return true;
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}
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/// <summary>
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/// Removes a buckled entity.
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/// Called from <see cref="BuckleComponent.TryUnbuckle"/>
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/// </summary>
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/// <param name="buckle">The component to remove</param>
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public void Remove(BuckleComponent buckle)
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{
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if (_buckledEntities.Remove(buckle.Owner))
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{
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_occupiedSize -= buckle.Size;
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SendMessage(new UnStrapMessage(buckle.Owner, Owner));
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}
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}
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public override void OnRemove()
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{
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base.OnRemove();
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foreach (var entity in _buckledEntities.ToArray())
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{
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if (entity.TryGetComponent<BuckleComponent>(out var buckle))
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{
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buckle.TryUnbuckle(entity, true);
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}
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}
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_buckledEntities.Clear();
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_occupiedSize = 0;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new StrapComponentState(Position);
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent<BuckleComponent>(out var buckle))
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{
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return false;
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}
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return buckle.ToggleBuckle(eventArgs.User, Owner);
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}
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[Verb]
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private sealed class StrapVerb : Verb<StrapComponent>
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{
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protected override void GetData(IEntity user, StrapComponent component, VerbData data)
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{
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data.Visibility = VerbVisibility.Invisible;
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if (!ActionBlockerSystem.CanInteract(component.Owner) ||
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!user.TryGetComponent<BuckleComponent>(out var buckle) ||
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buckle.BuckledTo != null && buckle.BuckledTo != component ||
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user == component.Owner)
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{
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return;
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}
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var parent = component.Owner.Transform.Parent;
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while (parent != null)
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{
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if (parent == user.Transform)
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{
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return;
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}
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parent = parent.Parent;
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}
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if (!user.InRangeUnobstructed(component, buckle.Range))
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{
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return;
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}
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data.Visibility = VerbVisibility.Visible;
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data.IconTexture = buckle.BuckledTo == null ? "/Textures/Interface/VerbIcons/buckle.svg.96dpi.png" : "/Textures/Interface/VerbIcons/unbuckle.svg.96dpi.png";
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data.Text = Loc.GetString(buckle.BuckledTo == null ? "Buckle" : "Unbuckle");
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}
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protected override void Activate(IEntity user, StrapComponent component)
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{
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if (!user.TryGetComponent<BuckleComponent>(out var buckle))
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{
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return;
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}
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buckle.ToggleBuckle(user, component.Owner);
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}
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}
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public override bool DragDropOn(DragDropEventArgs eventArgs)
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{
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if (!eventArgs.Dragged.TryGetComponent(out BuckleComponent? buckleComponent)) return false;
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return buckleComponent.TryBuckle(eventArgs.User, Owner);
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}
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}
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}
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