Files
tbd-station-14/Content.Client/GameObjects/Components/LightBehaviourComponent.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

543 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects.Components
{
#region LIGHT_BEHAVIOURS
/// <summary>
/// Base class for all light behaviours to derive from.
/// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration.
/// </summary>
[Serializable]
[ImplicitDataDefinitionForInheritors]
public abstract class LightBehaviourAnimationTrack : AnimationTrackProperty
{
[DataField("id")] [ViewVariables] public string ID { get; set; } = string.Empty;
[DataField("property")]
[ViewVariables]
public virtual string Property { get; protected set; } = "Radius";
[DataField("isLooped")] [ViewVariables] public bool IsLooped { get; set; }
[DataField("enabled")] [ViewVariables] public bool Enabled { get; set; }
[DataField("startValue")] [ViewVariables] public float StartValue { get; set; }
[DataField("endValue")]
[ViewVariables]
public float EndValue { get; set; } = 2f;
[DataField("minDuration")]
[ViewVariables]
public float MinDuration { get; set; } = -1f;
[DataField("maxDuration")]
[ViewVariables]
public float MaxDuration { get; set; } = 2f;
[DataField("interpolate")]
[ViewVariables]
public AnimationInterpolationMode InterpolateMode { get; set; } = AnimationInterpolationMode.Linear;
[ViewVariables] protected float MaxTime { get; set; }
protected PointLightComponent Light;
protected IRobustRandom RobustRandom;
private float _maxTime = default;
public void Initialize(PointLightComponent light)
{
Light = light;
RobustRandom = IoCManager.Resolve<IRobustRandom>();
if (Enabled)
{
Light.Enabled = true;
}
OnInitialize();
}
public void UpdatePlaybackValues(Animation owner)
{
Light.Enabled = true;
if (MinDuration > 0)
{
MaxTime = (float) RobustRandom.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
}
else
{
MaxTime = MaxDuration;
}
owner.Length = TimeSpan.FromSeconds(MaxTime);
}
public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
{
OnStart();
return (-1, _maxTime);
}
protected void ApplyProperty(object value)
{
if (Property == null)
{
throw new InvalidOperationException("Property parameter is null! Check the prototype!");
}
if (Light is IAnimationProperties properties)
{
properties.SetAnimatableProperty(Property, value);
}
else
{
AnimationHelper.SetAnimatableProperty(Light, Property, value);
}
}
protected override void ApplyProperty(object context, object value)
{
ApplyProperty(value);
}
public virtual void OnInitialize() { }
public virtual void OnStart() { }
}
/// <summary>
/// A light behaviour that alternates between StartValue and EndValue
/// </summary>
[UsedImplicitly]
public class PulseBehaviour : LightBehaviourAnimationTrack
{
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
if (Property == "Enabled") // special case for boolean
{
ApplyProperty(interpolateValue < 0.5f? true : false);
return (-1, playingTime);
}
if (interpolateValue < 0.5f)
{
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue * 2f));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue * 2f));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(StartValue);
break;
}
}
else
{
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(EndValue, StartValue, (interpolateValue - 0.5f) * 2f));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(StartValue, EndValue, StartValue, EndValue, (interpolateValue - 0.5f) * 2f));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(EndValue);
break;
}
}
return (-1, playingTime);
}
}
/// <summary>
/// A light behaviour that interpolates from StartValue to EndValue
/// </summary>
[UsedImplicitly]
public class FadeBehaviour : LightBehaviourAnimationTrack
{
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
if (Property == "Enabled") // special case for boolean
{
ApplyProperty(interpolateValue < EndValue? true : false);
return (-1, playingTime);
}
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(interpolateValue < 0.5f ? StartValue : EndValue);
break;
}
return (-1, playingTime);
}
}
/// <summary>
/// A light behaviour that interpolates using random values chosen between StartValue and EndValue.
/// </summary>
[UsedImplicitly]
public class RandomizeBehaviour : LightBehaviourAnimationTrack
{
private object _randomValue1;
private object _randomValue2;
private object _randomValue3;
private object _randomValue4;
public override void OnInitialize()
{
_randomValue2 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
_randomValue3 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
_randomValue4 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
}
public override void OnStart()
{
if (Property == "Enabled") // special case for boolean, we randomize it
{
ApplyProperty(RobustRandom.NextDouble() < 0.5 ? true : false);
return;
}
if (InterpolateMode == AnimationInterpolationMode.Cubic)
{
_randomValue1 = _randomValue2;
_randomValue2 = _randomValue3;
}
_randomValue3 = _randomValue4;
_randomValue4 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
}
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
if (Property == "Enabled")
{
return (-1, playingTime);
}
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(_randomValue3, _randomValue4, interpolateValue));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(_randomValue1, _randomValue2, _randomValue3, _randomValue4, interpolateValue));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(interpolateValue < 0.5f ? _randomValue3 : _randomValue4);
break;
}
return (-1, playingTime);
}
}
/// <summary>
/// A light behaviour that cycles through a list of colors.
/// </summary>
[UsedImplicitly]
[DataDefinition]
public class ColorCycleBehaviour : LightBehaviourAnimationTrack, ISerializationHooks
{
[DataField("property")]
[ViewVariables]
public override string Property { get; protected set; } = "Color";
[DataField("colors")] public List<Color> ColorsToCycle { get; set; } = new();
private int _colorIndex;
public override void OnStart()
{
_colorIndex++;
if (_colorIndex > ColorsToCycle.Count - 1)
{
_colorIndex = 0;
}
}
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(ColorsToCycle[(_colorIndex - 1) % ColorsToCycle.Count],
ColorsToCycle[_colorIndex],
interpolateValue));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(ColorsToCycle[_colorIndex],
ColorsToCycle[(_colorIndex + 1) % ColorsToCycle.Count],
ColorsToCycle[(_colorIndex + 2) % ColorsToCycle.Count],
ColorsToCycle[(_colorIndex + 3) % ColorsToCycle.Count],
interpolateValue));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(ColorsToCycle[_colorIndex]);
break;
}
return (-1, playingTime);
}
void ISerializationHooks.AfterDeserialization()
{
if (ColorsToCycle.Count < 2)
{
throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle");
}
}
}
#endregion
/// <summary>
/// A component which applies a specific behaviour to a PointLightComponent on its owner.
/// </summary>
[RegisterComponent]
public class LightBehaviourComponent : SharedLightBehaviourComponent, ISerializationHooks
{
private const string KeyPrefix = nameof(LightBehaviourComponent);
public class AnimationContainer
{
public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track)
{
Key = key;
Animation = animation;
LightBehaviour = track;
}
public string FullKey => KeyPrefix + Key;
public int Key { get; set; }
public Animation Animation { get; set; }
public LightBehaviourAnimationTrack LightBehaviour { get; set; }
}
[ViewVariables(VVAccess.ReadOnly)]
[DataField("behaviours")]
public readonly List<LightBehaviourAnimationTrack> Behaviours = new();
[ViewVariables(VVAccess.ReadOnly)]
private readonly List<AnimationContainer> _animations = new();
private float _originalRadius;
private float _originalEnergy;
private Angle _originalRotation;
private Color _originalColor;
private bool _originalEnabled;
private PointLightComponent _lightComponent;
private AnimationPlayerComponent _animationPlayer;
void ISerializationHooks.AfterDeserialization()
{
var key = 0;
foreach (var behaviour in Behaviours)
{
var animation = new Animation()
{
AnimationTracks = { behaviour }
};
_animations.Add(new AnimationContainer(key, animation, behaviour));
key++;
}
}
protected override void Startup()
{
base.Startup();
CopyLightSettings();
_animationPlayer = Owner.EnsureComponent<AnimationPlayerComponent>();
_animationPlayer.AnimationCompleted += OnAnimationCompleted;
foreach (var container in _animations)
{
container.LightBehaviour.Initialize(_lightComponent);
}
// we need to initialize all behaviours before starting any
foreach (var container in _animations)
{
if (container.LightBehaviour.Enabled)
{
StartLightBehaviour(container.LightBehaviour.ID);
}
}
}
private void OnAnimationCompleted(string key)
{
var container = _animations.FirstOrDefault(x => x.FullKey == key);
if (container.LightBehaviour.IsLooped)
{
container.LightBehaviour.UpdatePlaybackValues(container.Animation);
_animationPlayer.Play(container.Animation, container.FullKey);
}
}
/// <summary>
/// If we disable all the light behaviours we want to be able to revert the light to its original state.
/// </summary>
private void CopyLightSettings()
{
if (Owner.TryGetComponent(out _lightComponent))
{
_originalColor = _lightComponent.Color;
_originalEnabled = _lightComponent.Enabled;
_originalEnergy = _lightComponent.Energy;
_originalRadius = _lightComponent.Radius;
_originalRotation = _lightComponent.Rotation;
}
else
{
Logger.Warning($"{Owner.Name} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
}
}
/// <summary>
/// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
/// If specified light behaviours are already animating, calling this does nothing.
/// Multiple light behaviours can have the same ID.
/// </summary>
public void StartLightBehaviour(string id = "")
{
foreach (var container in _animations)
{
if (container.LightBehaviour.ID == id || id == string.Empty)
{
if (!_animationPlayer.HasRunningAnimation(KeyPrefix + container.Key))
{
container.LightBehaviour.UpdatePlaybackValues(container.Animation);
_animationPlayer.Play(container.Animation, KeyPrefix + container.Key);
}
}
}
}
/// <summary>
/// If any light behaviour with the specified ID is animating, then stop it.
/// If no ID is specified then all light behaviours will be stopped.
/// Multiple light behaviours can have the same ID.
/// </summary>
/// <param name="id"></param>
/// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
/// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
{
var toRemove = new List<AnimationContainer>();
foreach (var container in _animations)
{
if (container.LightBehaviour.ID == id || id == string.Empty)
{
if (_animationPlayer.HasRunningAnimation(KeyPrefix + container.Key))
{
_animationPlayer.Stop(KeyPrefix + container.Key);
}
if (removeBehaviour)
{
toRemove.Add(container);
}
}
}
foreach (var container in toRemove)
{
_animations.Remove(container);
}
if (resetToOriginalSettings)
{
_lightComponent.Color = _originalColor;
_lightComponent.Enabled = _originalEnabled;
_lightComponent.Energy = _originalEnergy;
_lightComponent.Radius = _originalRadius;
_lightComponent.Rotation = _originalRotation;
}
}
/// <summary>
/// Add a new light behaviour to the component and start it immediately unless otherwise specified.
/// </summary>
public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
{
int key = 0;
while (_animations.Any(x => x.Key == key))
{
key++;
}
var animation = new Animation()
{
AnimationTracks = { behaviour }
};
behaviour.Initialize(_lightComponent);
var container = new AnimationContainer(key, animation, behaviour);
_animations.Add(container);
if (playImmediately)
{
StartLightBehaviour(behaviour.ID);
}
}
}
}