* 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>
179 lines
5.4 KiB
C#
179 lines
5.4 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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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.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Doors
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{
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public abstract class SharedDoorComponent : Component, ICollideSpecial
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{
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public override string Name => "Door";
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public override uint? NetID => ContentNetIDs.DOOR;
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[ComponentDependency]
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protected readonly SharedAppearanceComponent? AppearanceComponent = null;
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[ComponentDependency]
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protected readonly IPhysicsComponent? PhysicsComponent = null;
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[ViewVariables]
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private DoorState _state = DoorState.Closed;
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/// <summary>
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/// The current state of the door -- whether it is open, closed, opening, or closing.
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/// </summary>
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public virtual DoorState State
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{
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get => _state;
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protected set
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{
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if (_state == value)
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{
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return;
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}
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_state = value;
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SetAppearance(State switch
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{
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DoorState.Open => DoorVisualState.Open,
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DoorState.Closed => DoorVisualState.Closed,
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DoorState.Opening => DoorVisualState.Opening,
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DoorState.Closing => DoorVisualState.Closing,
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_ => throw new ArgumentOutOfRangeException(),
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});
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}
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}
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/// <summary>
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/// Closing time until impassable.
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/// </summary>
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[DataField("closeTimeOne")]
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protected TimeSpan CloseTimeOne = TimeSpan.FromSeconds(0.4f);
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/// <summary>
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/// Closing time until fully closed.
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/// </summary>
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[DataField("closeTimeTwo")]
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protected TimeSpan CloseTimeTwo = TimeSpan.FromSeconds(0.2f);
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/// <summary>
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/// Opening time until passable.
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/// </summary>
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[DataField("openTimeOne")]
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protected TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.4f);
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/// <summary>
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/// Opening time until fully open.
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/// </summary>
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[DataField("openTimeTwo")]
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protected TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.2f);
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/// <summary>
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/// Time to finish denying.
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/// </summary>
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protected static TimeSpan DenyTime => TimeSpan.FromSeconds(0.45f);
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/// <summary>
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/// Used by ServerDoorComponent to get the CurTime for the client to use to know when to open, and by ClientDoorComponent to know the CurTime to correctly open.
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/// </summary>
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[Dependency] protected IGameTiming GameTiming = default!;
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/// <summary>
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/// The time the door began to open or close, if the door is opening or closing, or null if it is neither.
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/// </summary>
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protected TimeSpan? StateChangeStartTime = null;
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/// <summary>
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/// List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen().
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/// </summary>
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protected List<EntityUid> CurrentlyCrushing = new();
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protected void SetAppearance(DoorVisualState state)
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{
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AppearanceComponent?.SetData(DoorVisuals.VisualState, state);
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}
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// stops us colliding with people we're crushing, to prevent hitbox clipping and jank
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public bool PreventCollide(IPhysBody collidedwith)
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{
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return CurrentlyCrushing.Contains(collidedwith.Entity.Uid);
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}
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/// <summary>
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/// Called when the door is partially opened.
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/// </summary>
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protected virtual void OnPartialOpen()
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{
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if (PhysicsComponent != null)
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{
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PhysicsComponent.CanCollide = false;
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}
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// we can't be crushing anyone anymore, since we're opening
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CurrentlyCrushing.Clear();
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}
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/// <summary>
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/// Called when the door is partially closed.
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/// </summary>
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protected virtual void OnPartialClose()
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{
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if (PhysicsComponent != null)
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{
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PhysicsComponent.CanCollide = true;
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}
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}
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[Serializable, NetSerializable]
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public enum DoorState
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{
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Open,
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Closed,
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Opening,
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Closing,
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}
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}
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[Serializable, NetSerializable]
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public enum DoorVisualState
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{
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Open,
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Closed,
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Opening,
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Closing,
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Deny,
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Welded
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}
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[Serializable, NetSerializable]
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public enum DoorVisuals
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{
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VisualState,
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Powered,
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BoltLights
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}
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[Serializable, NetSerializable]
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public class DoorComponentState : ComponentState
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{
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public readonly SharedDoorComponent.DoorState DoorState;
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public readonly TimeSpan? StartTime;
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public readonly List<EntityUid> CurrentlyCrushing;
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public readonly TimeSpan CurTime;
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public DoorComponentState(SharedDoorComponent.DoorState doorState, TimeSpan? startTime, List<EntityUid> currentlyCrushing, TimeSpan curTime) : base(ContentNetIDs.DOOR)
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{
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DoorState = doorState;
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StartTime = startTime;
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CurrentlyCrushing = currentlyCrushing;
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CurTime = curTime;
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}
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}
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}
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