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

213 lines
7.3 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Power;
using Content.Shared.Audio;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class StunbatonComponent : MeleeWeaponComponent, IUse, IExamine, IInteractUsing, IThrowCollide
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override string Name => "Stunbaton";
private bool _activated = false;
[ViewVariables] private PowerCellSlotComponent _cellSlot = default!;
private PowerCellComponent? Cell => _cellSlot.Cell;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeChanceNoSlowdown")]
private float _paralyzeChanceNoSlowdown = 0.35f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeChanceWithSlowdown")]
private float _paralyzeChanceWithSlowdown = 0.85f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeTime")]
private float _paralyzeTime = 10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("slowdownTime")]
private float _slowdownTime = 5f;
[ViewVariables(VVAccess.ReadWrite)] public float EnergyPerUse { get; set; } = 50;
[ViewVariables]
public bool Activated => _activated;
public override void Initialize()
{
base.Initialize();
_cellSlot = Owner.EnsureComponent<PowerCellSlotComponent>();
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerCellChangedMessage m:
if (component is PowerCellSlotComponent slotComponent && slotComponent == _cellSlot)
{
if (m.Ejected)
{
TurnOff();
}
}
break;
}
}
protected override bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
{
if (!Activated || entities.Count == 0 || Cell == null)
return true;
if (!Cell.TryUseCharge(EnergyPerUse))
return true;
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Weapons/egloves.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
foreach (var entity in entities)
{
if (!entity.TryGetComponent(out StunnableComponent? stunnable)) continue;
if(!stunnable.SlowedDown)
if(_robustRandom.Prob(_paralyzeChanceNoSlowdown))
stunnable.Paralyze(_paralyzeTime);
else
stunnable.Slowdown(_slowdownTime);
else
if(_robustRandom.Prob(_paralyzeChanceWithSlowdown))
stunnable.Paralyze(_paralyzeTime);
else
stunnable.Slowdown(_slowdownTime);
}
if (!(Cell.CurrentCharge < EnergyPerUse)) return true;
EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
TurnOff();
return true;
}
private bool ToggleStatus(IEntity user)
{
if (!ActionBlockerSystem.CanUse(user)) return false;
if (Activated)
{
TurnOff();
}
else
{
TurnOn(user);
}
return true;
}
private void TurnOff()
{
if (!_activated)
{
return;
}
var sprite = Owner.GetComponent<SpriteComponent>();
var item = Owner.GetComponent<ItemComponent>();
EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
item.EquippedPrefix = "off";
sprite.LayerSetState(0, "stunbaton_off");
_activated = false;
}
private void TurnOn(IEntity user)
{
if (_activated)
{
return;
}
var sprite = Owner.GetComponent<SpriteComponent>();
var item = Owner.GetComponent<ItemComponent>();
if (Cell == null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Machines/button.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
Owner.PopupMessage(user, Loc.GetString("Cell missing..."));
return;
}
if (Cell.CurrentCharge < EnergyPerUse)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Machines/button.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
Owner.PopupMessage(user, Loc.GetString("Dead cell..."));
return;
}
EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
item.EquippedPrefix = "on";
sprite.LayerSetState(0, "stunbaton_on");
_activated = true;
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
ToggleStatus(eventArgs.User);
return true;
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!ActionBlockerSystem.CanInteract(eventArgs.User)) return false;
if (!_cellSlot.InsertCell(eventArgs.Using)) return false;
Dirty();
return true;
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if (Activated)
{
message.AddMarkup(Loc.GetString("The light is currently [color=darkgreen]on[/color]."));
}
}
void IThrowCollide.DoHit(ThrowCollideEventArgs eventArgs)
{
if (!Activated || Cell == null || !Cell.TryUseCharge(EnergyPerUse) || !eventArgs.Target.TryGetComponent(out StunnableComponent? stunnable))
return;
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Weapons/egloves.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
stunnable.Paralyze(_paralyzeTime);
}
}
}