* 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>
321 lines
10 KiB
C#
321 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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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.Power;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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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 Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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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.Map;
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using Robust.Shared.Players;
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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.Weapon.Ranged.Barrels
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{
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[RegisterComponent]
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public sealed class ServerBatteryBarrelComponent : ServerRangedBarrelComponent
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{
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public override string Name => "BatteryBarrel";
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public override uint? NetID => ContentNetIDs.BATTERY_BARREL;
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// The minimum change we need before we can fire
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[DataField("lowerChargeLimit")]
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[ViewVariables] private float _lowerChargeLimit = 10;
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[DataField("fireCost")]
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[ViewVariables] private int _baseFireCost = 300;
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// What gets fired
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[DataField("ammoPrototype")]
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[ViewVariables] private string _ammoPrototype;
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[ViewVariables] public IEntity PowerCellEntity => _powerCellContainer.ContainedEntity;
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public BatteryComponent PowerCell => _powerCellContainer.ContainedEntity?.GetComponent<BatteryComponent>();
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private ContainerSlot _powerCellContainer;
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private ContainerSlot _ammoContainer;
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[DataField("powerCellPrototype")]
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private string _powerCellPrototype = default;
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[DataField("powerCellRemovable")]
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[ViewVariables] private bool _powerCellRemovable = default;
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public override int ShotsLeft
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{
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get
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{
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var powerCell = _powerCellContainer.ContainedEntity;
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if (powerCell == null)
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{
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return 0;
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}
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return (int) Math.Ceiling(powerCell.GetComponent<BatteryComponent>().CurrentCharge / _baseFireCost);
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}
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}
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public override int Capacity
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{
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get
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{
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var powerCell = _powerCellContainer.ContainedEntity;
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if (powerCell == null)
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{
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return 0;
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}
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return (int) Math.Ceiling((float) (powerCell.GetComponent<BatteryComponent>().MaxCharge / _baseFireCost));
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}
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}
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private AppearanceComponent _appearanceComponent;
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// Sounds
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[DataField("soundPowerCellInsert")]
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private string _soundPowerCellInsert = default;
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[DataField("soundPowerCellEject")]
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private string _soundPowerCellEject = default;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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(int, int)? count = (ShotsLeft, Capacity);
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return new BatteryBarrelComponentState(
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FireRateSelector,
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count);
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}
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public override void Initialize()
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{
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base.Initialize();
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_powerCellContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-powercell-container", out var existing);
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if (!existing && _powerCellPrototype != null)
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{
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var powerCellEntity = Owner.EntityManager.SpawnEntity(_powerCellPrototype, Owner.Transform.Coordinates);
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_powerCellContainer.Insert(powerCellEntity);
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}
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if (_ammoPrototype != null)
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{
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_ammoContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-ammo-container");
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}
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if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
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{
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_appearanceComponent = appearanceComponent;
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}
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Dirty();
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}
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protected override void Startup()
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{
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UpdateAppearance();
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}
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public void UpdateAppearance()
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{
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, _powerCellContainer.ContainedEntity != null);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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Dirty();
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}
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public override IEntity PeekAmmo()
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{
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// Spawn a dummy entity because it's easier to work with I guess
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// This will get re-used for the projectile
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var ammo = _ammoContainer.ContainedEntity;
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if (ammo == null)
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{
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ammo = Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.Coordinates);
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_ammoContainer.Insert(ammo);
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}
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return ammo;
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}
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public override IEntity TakeProjectile(EntityCoordinates spawnAt)
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{
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var powerCellEntity = _powerCellContainer.ContainedEntity;
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if (powerCellEntity == null)
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{
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return null;
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}
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var capacitor = powerCellEntity.GetComponent<BatteryComponent>();
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if (capacitor.CurrentCharge < _lowerChargeLimit)
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{
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return null;
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}
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// Can fire confirmed
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// Multiply the entity's damage / whatever by the percentage of charge the shot has.
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IEntity entity;
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var chargeChange = Math.Min(capacitor.CurrentCharge, _baseFireCost);
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if (capacitor.UseCharge(chargeChange) < _lowerChargeLimit)
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{
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// Handling of funny exploding cells.
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return null;
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}
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var energyRatio = chargeChange / _baseFireCost;
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if (_ammoContainer.ContainedEntity != null)
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{
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entity = _ammoContainer.ContainedEntity;
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_ammoContainer.Remove(entity);
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entity.Transform.Coordinates = spawnAt;
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}
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else
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{
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entity = Owner.EntityManager.SpawnEntity(_ammoPrototype, spawnAt);
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}
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if (entity.TryGetComponent(out ProjectileComponent projectileComponent))
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{
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if (energyRatio < 1.0)
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{
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var newDamages = new Dictionary<DamageType, int>(projectileComponent.Damages.Count);
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foreach (var (damageType, damage) in projectileComponent.Damages)
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{
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newDamages.Add(damageType, (int) (damage * energyRatio));
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}
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projectileComponent.Damages = newDamages;
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}
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} else if (entity.TryGetComponent(out HitscanComponent hitscanComponent))
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{
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hitscanComponent.Damage *= energyRatio;
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hitscanComponent.ColorModifier = energyRatio;
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}
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else
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{
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throw new InvalidOperationException("Ammo doesn't have hitscan or projectile?");
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}
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Dirty();
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UpdateAppearance();
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return entity;
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}
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public bool TryInsertPowerCell(IEntity entity)
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{
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if (_powerCellContainer.ContainedEntity != null)
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{
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return false;
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}
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if (!entity.HasComponent<BatteryComponent>())
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{
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return false;
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}
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if (_soundPowerCellInsert != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundPowerCellInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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_powerCellContainer.Insert(entity);
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Dirty();
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UpdateAppearance();
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return true;
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}
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public override bool UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!_powerCellRemovable)
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{
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return false;
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}
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if (PowerCellEntity == null)
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{
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return false;
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}
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return TryEjectCell(eventArgs.User);
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}
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private bool TryEjectCell(IEntity user)
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{
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if (PowerCell == null || !_powerCellRemovable)
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{
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return false;
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}
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if (!user.TryGetComponent(out HandsComponent hands))
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{
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return false;
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}
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var cell = PowerCell;
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if (!_powerCellContainer.Remove(cell.Owner))
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{
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return false;
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}
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Dirty();
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UpdateAppearance();
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if (!hands.PutInHand(cell.Owner.GetComponent<ItemComponent>()))
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{
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cell.Owner.Transform.Coordinates = user.Transform.Coordinates;
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}
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if (_soundPowerCellEject != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundPowerCellEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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return true;
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}
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public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!eventArgs.Using.HasComponent<BatteryComponent>())
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{
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return false;
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}
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return TryInsertPowerCell(eventArgs.Using);
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}
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[Verb]
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public sealed class EjectCellVerb : Verb<ServerBatteryBarrelComponent>
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{
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protected override void GetData(IEntity user, ServerBatteryBarrelComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user) || !component._powerCellRemovable)
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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.PowerCell == null)
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{
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data.Text = Loc.GetString("Eject cell (cell missing)");
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data.Visibility = VerbVisibility.Disabled;
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}
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else
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{
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data.Text = Loc.GetString("Eject cell");
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}
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}
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protected override void Activate(IEntity user, ServerBatteryBarrelComponent component)
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{
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component.TryEjectCell(user);
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}
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}
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}
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}
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