Files
tbd-station-14/Content.Server/GameObjects/Components/WiresComponent.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

546 lines
18 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
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#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.VendingMachines;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.Player;
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
{
[RegisterComponent]
public class WiresComponent : SharedWiresComponent, IInteractUsing, IExamine, IMapInit
{
[Dependency] private readonly IRobustRandom _random = default!;
private AudioSystem _audioSystem = default!;
private bool _isPanelOpen;
/// <summary>
/// Opening the maintenance panel (typically with a screwdriver) changes this.
/// </summary>
[ViewVariables]
public bool IsPanelOpen
{
get => _isPanelOpen;
private set
{
if (_isPanelOpen == value)
{
return;
}
_isPanelOpen = value;
if (!_isPanelOpen)
UserInterface?.CloseAll();
UpdateAppearance();
}
}
private bool _isPanelVisible = true;
/// <summary>
/// Components can set this to prevent the maintenance panel overlay from showing even if it's open
/// </summary>
[ViewVariables]
public bool IsPanelVisible
{
get => _isPanelVisible;
set
{
if (_isPanelVisible == value)
{
return;
}
_isPanelVisible = value;
UpdateAppearance();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public string BoardName
{
get => _boardName;
set
{
_boardName = value;
UpdateUserInterface();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public string? SerialNumber
{
get => _serialNumber;
set
{
_serialNumber = value;
UpdateUserInterface();
}
}
private void UpdateAppearance()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(WiresVisuals.MaintenancePanelState, IsPanelOpen && IsPanelVisible);
}
}
/// <summary>
/// Contains all registered wires.
/// </summary>
[ViewVariables]
public readonly List<Wire> WiresList = new();
/// <summary>
/// Status messages are displayed at the bottom of the UI.
/// </summary>
[ViewVariables]
private readonly Dictionary<object, object> _statuses = new();
/// <summary>
/// <see cref="AssignAppearance"/> and <see cref="WiresBuilder.CreateWire"/>.
/// </summary>
private readonly List<WireColor> _availableColors =
new((WireColor[]) Enum.GetValues(typeof(WireColor)));
private readonly List<WireLetter> _availableLetters =
new((WireLetter[]) Enum.GetValues(typeof(WireLetter)));
[DataField("BoardName")]
private string _boardName = "Wires";
[DataField("SerialNumber")]
private string? _serialNumber;
// Used to generate wire appearance randomization client side.
// We honestly don't care what it is or such but do care that it doesn't change between UI re-opens.
[ViewVariables]
[DataField("WireSeed")]
private int _wireSeed;
[ViewVariables]
[DataField("LayoutId")]
private string? _layoutId = default;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(WiresUiKey.Key);
public override void Initialize()
{
base.Initialize();
_audioSystem = EntitySystem.Get<AudioSystem>();
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(WiresVisuals.MaintenancePanelState, IsPanelOpen);
}
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
}
}
private void GenerateSerialNumber()
{
var random = IoCManager.Resolve<IRobustRandom>();
Span<char> data = stackalloc char[9];
data[4] = '-';
if (random.Prob(0.01f))
{
for (var i = 0; i < 4; i++)
{
// Cyrillic Letters
data[i] = (char) random.Next(0x0410, 0x0430);
}
}
else
{
for (var i = 0; i < 4; i++)
{
// Letters
data[i] = (char) random.Next(0x41, 0x5B);
}
}
for (var i = 5; i < 9; i++)
{
// Digits
data[i] = (char) random.Next(0x30, 0x3A);
}
SerialNumber = new string(data);
}
protected override void Startup()
{
base.Startup();
WireLayout? layout = null;
var hackingSystem = EntitySystem.Get<WireHackingSystem>();
if (_layoutId != null)
{
hackingSystem.TryGetLayout(_layoutId, out layout);
}
foreach (var wiresProvider in Owner.GetAllComponents<IWires>())
{
var builder = new WiresBuilder(this, wiresProvider, layout);
wiresProvider.RegisterWires(builder);
}
if (layout != null)
{
WiresList.Sort((a, b) =>
{
var pA = layout.Specifications[a.Identifier].Position;
var pB = layout.Specifications[b.Identifier].Position;
return pA.CompareTo(pB);
});
}
else
{
IoCManager.Resolve<IRobustRandom>().Shuffle(WiresList);
if (_layoutId != null)
{
var dict = new Dictionary<object, WireLayout.WireData>();
for (var i = 0; i < WiresList.Count; i++)
{
var d = WiresList[i];
dict.Add(d.Identifier, new WireLayout.WireData(d.Letter, d.Color, i));
}
hackingSystem.AddLayout(_layoutId, new WireLayout(dict));
}
}
var id = 0;
foreach (var wire in WiresList)
{
wire.Id = ++id;
}
UpdateUserInterface();
}
/// <summary>
/// Returns whether the wire associated with <see cref="identifier"/> is cut.
/// </summary>
/// <exception cref="ArgumentException"></exception>
public bool IsWireCut(object identifier)
{
var wire = WiresList.Find(x => x.Identifier.Equals(identifier));
if (wire == null) throw new ArgumentException();
return wire.IsCut;
}
public class Wire
{
/// <summary>
/// The component that registered the wire.
/// </summary>
public IWires Owner { get; }
/// <summary>
/// Whether the wire is cut.
/// </summary>
public bool IsCut { get; set; }
/// <summary>
/// Used in client-server communication to identify a wire without telling the client what the wire does.
/// </summary>
[ViewVariables]
public int Id { get; set; }
/// <summary>
/// The color of the wire.
/// </summary>
[ViewVariables]
public WireColor Color { get; }
/// <summary>
/// The greek letter shown below the wire.
/// </summary>
[ViewVariables]
public WireLetter Letter { get; }
/// <summary>
/// Registered by components implementing IWires, used to identify which wire the client interacted with.
/// </summary>
[ViewVariables]
public object Identifier { get; }
public Wire(IWires owner, bool isCut, WireColor color, WireLetter letter, object identifier)
{
Owner = owner;
IsCut = isCut;
Color = color;
Letter = letter;
Identifier = identifier;
}
}
/// <summary>
/// Used by <see cref="IWires.RegisterWires"/>.
/// </summary>
public class WiresBuilder
{
[NotNull] private readonly WiresComponent _wires;
[NotNull] private readonly IWires _owner;
private readonly WireLayout? _layout;
public WiresBuilder(WiresComponent wires, IWires owner, WireLayout? layout)
{
_wires = wires;
_owner = owner;
_layout = layout;
}
public void CreateWire(object identifier, (WireColor, WireLetter)? appearance = null, bool isCut = false)
{
WireLetter letter;
WireColor color;
if (!appearance.HasValue)
{
if (_layout != null && _layout.Specifications.TryGetValue(identifier, out var specification))
{
color = specification.Color;
letter = specification.Letter;
_wires._availableColors.Remove(color);
_wires._availableLetters.Remove(letter);
}
else
{
(color, letter) = _wires.AssignAppearance();
}
}
else
{
(color, letter) = appearance.Value;
_wires._availableColors.Remove(color);
_wires._availableLetters.Remove(letter);
}
// TODO: ENSURE NO RANDOM OVERLAP.
_wires.WiresList.Add(new Wire(_owner, isCut, color, letter, identifier));
}
}
/// <summary>
/// Picks a color from <see cref="_availableColors"/> and removes it from the list.
/// </summary>
/// <returns>The picked color.</returns>
private (WireColor, WireLetter) AssignAppearance()
{
var color = _availableColors.Count == 0 ? WireColor.Red : _random.PickAndTake(_availableColors);
var letter = _availableLetters.Count == 0 ? WireLetter.α : _random.PickAndTake(_availableLetters);
return (color, letter);
}
/// <summary>
/// Call this from other components to open the wires UI.
/// </summary>
public void OpenInterface(IPlayerSession session)
{
UserInterface?.Open(session);
}
/// <summary>
/// Closes all wire UIs.
/// </summary>
public void CloseAll()
{
UserInterface?.CloseAll();
}
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
{
var message = serverMsg.Message;
switch (message)
{
case WiresActionMessage msg:
var wire = WiresList.Find(x => x.Id == msg.Id);
var player = serverMsg.Session.AttachedEntity;
if (wire == null || player == null)
{
return;
}
if (!player.TryGetComponent(out IHandsComponent? handsComponent))
{
Owner.PopupMessage(player, Loc.GetString("You have no hands."));
return;
}
if (!player.InRangeUnobstructed(Owner))
{
Owner.PopupMessage(player, Loc.GetString("You can't reach there!"));
return;
}
var activeHandEntity = handsComponent.GetActiveHand?.Owner;
ToolComponent? tool = null;
activeHandEntity?.TryGetComponent(out tool);
switch (msg.Action)
{
case WiresAction.Cut:
if (tool == null || !tool.HasQuality(ToolQuality.Cutting))
{
player.PopupMessageCursor(Loc.GetString("You need to hold a wirecutter in your hand!"));
return;
}
tool.PlayUseSound();
wire.IsCut = true;
UpdateUserInterface();
break;
case WiresAction.Mend:
if (tool == null || !tool.HasQuality(ToolQuality.Cutting))
{
player.PopupMessageCursor(Loc.GetString("You need to hold a wirecutter in your hand!"));
return;
}
tool.PlayUseSound();
wire.IsCut = false;
UpdateUserInterface();
break;
case WiresAction.Pulse:
if (tool == null || !tool.HasQuality(ToolQuality.Multitool))
{
player.PopupMessageCursor(Loc.GetString("You need to hold a multitool in your hand!"));
return;
}
if (wire.IsCut)
{
player.PopupMessageCursor(Loc.GetString("You can't pulse a wire that's been cut!"));
return;
}
_audioSystem.PlayFromEntity("/Audio/Effects/multitool_pulse.ogg", Owner);
break;
}
wire.Owner.WiresUpdate(new WiresUpdateEventArgs(wire.Identifier, msg.Action));
break;
}
}
private void UpdateUserInterface()
{
var clientList = new List<ClientWire>();
foreach (var entry in WiresList)
{
clientList.Add(new ClientWire(entry.Id, entry.IsCut, entry.Color,
entry.Letter));
}
UserInterface?.SetState(
new WiresBoundUserInterfaceState(
clientList.ToArray(),
_statuses.Select(p => new StatusEntry(p.Key, p.Value)).ToArray(),
BoardName,
SerialNumber,
_wireSeed));
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
{
return false;
}
// opens the wires ui if using a tool with cutting or multitool quality on it
if (IsPanelOpen &&
(tool.HasQuality(ToolQuality.Cutting) ||
tool.HasQuality(ToolQuality.Multitool)))
{
if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
OpenInterface(actor.playerSession);
return true;
}
}
// screws the panel open if the tool can do so
else if (await tool.UseTool(eventArgs.User, Owner, 0.5f, ToolQuality.Screwing))
{
IsPanelOpen = !IsPanelOpen;
EntitySystem.Get<AudioSystem>()
.PlayFromEntity(IsPanelOpen ? "/Audio/Machines/screwdriveropen.ogg" : "/Audio/Machines/screwdriverclose.ogg",
Owner);
return true;
}
return false;
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString(IsPanelOpen
? "The [color=lightgray]maintenance panel[/color] is [color=darkgreen]open[/color]."
: "The [color=lightgray]maintenance panel[/color] is [color=darkred]closed[/color]."));
}
public void SetStatus(object statusIdentifier, object status)
{
if (_statuses.TryGetValue(statusIdentifier, out var storedMessage))
{
if (storedMessage == status)
{
return;
}
}
_statuses[statusIdentifier] = status;
UpdateUserInterface();
}
void IMapInit.MapInit()
{
if (SerialNumber == null)
{
GenerateSerialNumber();
}
if (_wireSeed == 0)
{
_wireSeed = IoCManager.Resolve<IRobustRandom>().Next(1, int.MaxValue);
UpdateUserInterface();
}
}
}
}