* 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>
162 lines
5.2 KiB
C#
162 lines
5.2 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Strap;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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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.Shared.GameObjects.Components.Buckle
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{
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public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable, ICollideSpecial
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{
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public sealed override string Name => "Buckle";
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public sealed override uint? NetID => ContentNetIDs.BUCKLE;
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[ComponentDependency] protected readonly IPhysicsComponent? Physics;
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
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/// </summary>
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[ViewVariables]
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[DataField("range")]
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public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
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/// <summary>
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/// True if the entity is buckled, false otherwise.
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/// </summary>
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public abstract bool Buckled { get; }
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public EntityUid? LastEntityBuckledTo { get; set; }
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public bool IsOnStrapEntityThisFrame { get; set; }
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public bool DontCollide { get; set; }
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public abstract bool TryBuckle(IEntity? user, IEntity to);
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bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
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{
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if (collidedwith.Entity.Uid == LastEntityBuckledTo)
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{
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IsOnStrapEntityThisFrame = true;
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return Buckled || DontCollide;
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}
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return !Buckled;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return !Buckled;
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}
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bool IEffectBlocker.CanFall()
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{
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return !Buckled;
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}
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bool IDraggable.CanDrop(CanDropEventArgs args)
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{
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return args.Target.HasComponent<SharedStrapComponent>();
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}
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bool IDraggable.Drop(DragDropEventArgs args)
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{
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return TryBuckle(args.User, args.Target);
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}
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}
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[Serializable, NetSerializable]
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public sealed class BuckleComponentState : ComponentState
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{
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public BuckleComponentState(bool buckled, int? drawDepth, EntityUid? lastEntityBuckledTo, bool dontCollide) : base(ContentNetIDs.BUCKLE)
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{
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Buckled = buckled;
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DrawDepth = drawDepth;
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LastEntityBuckledTo = lastEntityBuckledTo;
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DontCollide = dontCollide;
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}
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public bool Buckled { get; }
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public EntityUid? LastEntityBuckledTo { get; }
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public bool DontCollide { get; }
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public int? DrawDepth;
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}
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[Serializable, NetSerializable]
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public enum BuckleVisuals
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{
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Buckled
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}
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[Serializable, NetSerializable]
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public abstract class BuckleChangeMessage : ComponentMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="BuckleChangeMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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/// <param name="buckled">True if the entity was buckled, false otherwise</param>
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protected BuckleChangeMessage(IEntity entity, IEntity strap, bool buckled)
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{
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Entity = entity;
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Strap = strap;
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Buckled = buckled;
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}
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/// <summary>
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/// The entity that had its buckling status changed
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/// </summary>
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public IEntity Entity { get; }
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/// <summary>
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/// The strap that the entity was buckled to or unbuckled from
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/// </summary>
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public IEntity Strap { get; }
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/// <summary>
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/// True if the entity was buckled, false otherwise.
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/// </summary>
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public bool Buckled { get; }
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}
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[Serializable, NetSerializable]
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public class BuckleMessage : BuckleChangeMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="BuckleMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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public BuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, true)
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{
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}
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}
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[Serializable, NetSerializable]
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public class UnbuckleMessage : BuckleChangeMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="UnbuckleMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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public UnbuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, false)
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{
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}
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}
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}
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