Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Melee/FlashComponent.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

160 lines
4.9 KiB
C#

using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class FlashComponent : MeleeWeaponComponent, IUse, IExamine
{
public override string Name => "Flash";
public FlashComponent() { Range = 7f; }
[DataField("duration")] [ViewVariables(VVAccess.ReadWrite)] private int _flashDuration = 5000;
[DataField("uses")] [ViewVariables(VVAccess.ReadWrite)] private int _uses = 5;
[ViewVariables(VVAccess.ReadWrite)] private float _range => Range;
[ViewVariables(VVAccess.ReadWrite)] private int _aoeFlashDuration => _internalAoeFlashDuration ?? _flashDuration / 3;
[DataField("aoeFlashDuration")] private int? _internalAoeFlashDuration;
[DataField("slowTo")] [ViewVariables(VVAccess.ReadWrite)] private float _slowTo = 0.75f;
private bool _flashing;
private int Uses
{
get => _uses;
set
{
_uses = value;
Dirty();
}
}
private bool HasUses => _uses > 0;
protected override bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
{
if (entities.Count == 0)
{
return false;
}
if (!Use(eventArgs.User))
{
return false;
}
foreach (var entity in entities)
{
Flash(entity, eventArgs.User);
}
return true;
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (!Use(eventArgs.User))
{
return false;
}
foreach (var entity in Owner.EntityManager.GetEntitiesInRange(Owner.Transform.Coordinates, _range))
{
Flash(entity, eventArgs.User, _aoeFlashDuration);
}
return true;
}
private bool Use(IEntity user)
{
if (HasUses)
{
var sprite = Owner.GetComponent<SpriteComponent>();
if (--Uses == 0)
{
sprite.LayerSetState(0, "burnt");
Owner.PopupMessage(user, Loc.GetString("flash-component-becomes-empty"));
}
else if (!_flashing)
{
int animLayer = sprite.AddLayerWithState("flashing");
_flashing = true;
Owner.SpawnTimer(400, () =>
{
sprite.RemoveLayer(animLayer);
_flashing = false;
});
}
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Weapons/flash.ogg", Owner.Transform.Coordinates,
AudioParams.Default);
return true;
}
return false;
}
private void Flash(IEntity entity, IEntity user)
{
Flash(entity, user, _flashDuration);
}
// TODO: Check if target can be flashed (e.g. things like sunglasses would block a flash)
// TODO: Merge with the code in FlashableComponent
private void Flash(IEntity entity, IEntity user, int flashDuration)
{
if (entity.TryGetComponent(out FlashableComponent flashable))
{
flashable.Flash(flashDuration / 1000d);
}
if (entity.TryGetComponent(out StunnableComponent stunnableComponent))
{
stunnableComponent.Slowdown(flashDuration / 1000f, _slowTo, _slowTo);
}
if (entity != user)
{
user.PopupMessage(entity,
Loc.GetString(
"flash-component-user-blinds-you",
("user", user)
)
);
}
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if (!HasUses)
{
message.AddText(Loc.GetString("flash-component-examine-empty"));
return;
}
if (inDetailsRange)
{
message.AddMarkup(
Loc.GetString(
"flash-component-examine-detail-count",
("count", Uses),
("markupCountColor", "green")
)
);
}
}
}
}