Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/ShuttleControllerComponent.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

229 lines
7.2 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.Buckle;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Strap;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
internal class ShuttleControllerComponent : Component, IMoverComponent
{
[Dependency] private readonly IMapManager _mapManager = default!;
private bool _movingUp;
private bool _movingDown;
private bool _movingLeft;
private bool _movingRight;
/// <summary>
/// ID of the alert to show when piloting
/// </summary>
[DataField("pilotingAlertType")]
private AlertType _pilotingAlertType = AlertType.PilotingShuttle;
/// <summary>
/// The entity that's currently controlling this component.
/// Changed from <see cref="SetController"/> and <see cref="RemoveController"/>
/// </summary>
private IEntity? _controller;
public override string Name => "ShuttleController";
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentWalkSpeed { get; } = 8;
public float CurrentSprintSpeed => 0;
/// <inheritdoc />
[ViewVariables]
public float CurrentPushSpeed => 0.0f;
/// <inheritdoc />
[ViewVariables]
public float GrabRange => 0.0f;
public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir { get; } = (Vector2.Zero, Vector2.Zero);
public EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
var gridId = Owner.Transform.GridID;
if (_mapManager.TryGetGrid(gridId, out var grid) &&
Owner.EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
{
//TODO: Switch to shuttle component
if (!gridEntity.TryGetComponent(out IPhysicsComponent? physics))
{
physics = gridEntity.AddComponent<PhysicsComponent>();
physics.Mass = 1;
physics.CanCollide = true;
physics.PhysicsShapes.Add(new PhysShapeGrid(grid));
}
var controller = physics.EnsureController<ShuttleController>();
controller.Push(CalcNewVelocity(direction, enabled), CurrentWalkSpeed);
}
}
public void SetSprinting(ushort subTick, bool walking)
{
// Shuttles can't sprint.
}
private Vector2 CalcNewVelocity(Direction direction, bool enabled)
{
switch (direction)
{
case Direction.East:
_movingRight = enabled;
break;
case Direction.North:
_movingUp = enabled;
break;
case Direction.West:
_movingLeft = enabled;
break;
case Direction.South:
_movingDown = enabled;
break;
}
// key directions are in screen coordinates
// _moveDir is in world coordinates
// if the camera is moved, this needs to be changed
var x = 0;
x -= _movingLeft ? 1 : 0;
x += _movingRight ? 1 : 0;
var y = 0;
y -= _movingDown ? 1 : 0;
y += _movingUp ? 1 : 0;
var result = new Vector2(x, y);
// can't normalize zero length vector
if (result.LengthSquared > 1.0e-6)
{
result = result.Normalized;
}
return result;
}
/// <summary>
/// Changes the entity currently controlling this shuttle controller
/// </summary>
/// <param name="entity">The entity to set</param>
private void SetController(IEntity entity)
{
if (_controller != null ||
!entity.TryGetComponent(out MindComponent? mind) ||
mind.Mind == null ||
!Owner.TryGetComponent(out ServerAlertsComponent? status))
{
return;
}
mind.Mind.Visit(Owner);
_controller = entity;
status.ShowAlert(_pilotingAlertType);
}
/// <summary>
/// Removes the current controller
/// </summary>
/// <param name="entity">The entity to remove, or null to force the removal of any current controller</param>
public void RemoveController(IEntity? entity = null)
{
if (_controller == null)
{
return;
}
// If we are not forcing a controller removal and the entity is not the current controller
if (entity != null && entity != _controller)
{
return;
}
UpdateRemovedEntity(entity ?? _controller);
_controller = null;
}
/// <summary>
/// Updates the state of an entity that is no longer controlling this shuttle controller.
/// Called from <see cref="RemoveController"/>
/// </summary>
/// <param name="entity">The entity to update</param>
private void UpdateRemovedEntity(IEntity entity)
{
if (Owner.TryGetComponent(out ServerAlertsComponent? status))
{
status.ClearAlert(_pilotingAlertType);
}
if (entity.TryGetComponent(out MindComponent? mind))
{
mind.Mind?.UnVisit();
}
if (entity.TryGetComponent(out BuckleComponent? buckle))
{
buckle.TryUnbuckle(entity, true);
}
}
private void BuckleChanged(IEntity entity, in bool buckled)
{
Logger.DebugS("shuttle", $"Pilot={entity.Name}, buckled={buckled}");
if (buckled)
{
SetController(entity);
}
else
{
RemoveController(entity);
}
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<ServerAlertsComponent>();
}
/// <inheritdoc />
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case StrapChangeMessage strap:
BuckleChanged(strap.Entity, strap.Buckled);
break;
}
}
}
}