Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/Mechanism/SharedMechanismComponent.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

243 lines
6.9 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Body.Behavior;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Content.Shared.GameObjects.Components.Body.Mechanism
{
public abstract class SharedMechanismComponent : Component, IMechanism, ISerializationHooks
{
public override string Name => "Mechanism";
protected readonly Dictionary<int, object> OptionsCache = new();
protected IBody? BodyCache;
protected int IdHash;
protected IEntity? PerformerCache;
private IBodyPart? _part;
[DataField("behaviors", serverOnly: true)] private HashSet<IMechanismBehavior> _behaviorTypes = new();
private readonly Dictionary<Type, IMechanismBehavior> _behaviors = new();
public IBody? Body => Part?.Body;
public IBodyPart? Part
{
get => _part;
set
{
if (_part == value)
{
return;
}
var old = _part;
_part = value;
if (old != null)
{
if (old.Body == null)
{
RemovedFromPart(old);
}
else
{
RemovedFromPartInBody(old.Body, old);
}
}
if (value != null)
{
if (value.Body == null)
{
AddedToPart(value);
}
else
{
AddedToPartInBody(value.Body, value);
}
}
}
}
public IReadOnlyDictionary<Type, IMechanismBehavior> Behaviors => _behaviors;
[DataField("maxDurability")] public int MaxDurability { get; set; } = 10;
[DataField("currentDurability")] public int CurrentDurability { get; set; } = 10;
[DataField("destroyThreshold")] public int DestroyThreshold { get; set; } = -10;
// TODO BODY: Surgery description and adding a message to the examine tooltip of the entity that owns this mechanism
// TODO BODY
[DataField("resistance")] public int Resistance { get; set; } = 0;
// TODO BODY OnSizeChanged
[DataField("size")] public int Size { get; set; } = 1;
[DataField("compatibility")]
public BodyPartCompatibility Compatibility { get; set; } = BodyPartCompatibility.Universal;
void ISerializationHooks.BeforeSerialization()
{
_behaviorTypes = _behaviors.Values.ToHashSet();
}
void ISerializationHooks.AfterDeserialization()
{
foreach (var behavior in _behaviorTypes)
{
var type = behavior.GetType();
if (!_behaviors.TryAdd(type, behavior))
{
Logger.Warning($"Duplicate behavior in {nameof(SharedMechanismComponent)}: {type}.");
continue;
}
IoCManager.InjectDependencies(behavior);
}
}
public override void Initialize()
{
base.Initialize();
foreach (var behavior in _behaviors.Values)
{
behavior.Initialize(this);
}
}
protected override void Startup()
{
base.Startup();
foreach (var behavior in _behaviors.Values)
{
behavior.Startup();
}
}
public bool EnsureBehavior<T>(out T behavior) where T : IMechanismBehavior, new()
{
if (_behaviors.TryGetValue(typeof(T), out var rawBehavior))
{
behavior = (T) rawBehavior;
return true;
}
behavior = IoCManager.Resolve<IDynamicTypeFactory>().CreateInstance<T>();
_behaviors.Add(typeof(T), behavior);
behavior.Initialize(this);
behavior.Startup();
return false;
}
public bool HasBehavior<T>() where T : IMechanismBehavior
{
return _behaviors.ContainsKey(typeof(T));
}
public bool TryRemoveBehavior<T>() where T : IMechanismBehavior
{
return _behaviors.Remove(typeof(T));
}
public void Update(float frameTime)
{
foreach (var behavior in _behaviors.Values)
{
behavior.Update(frameTime);
}
}
public void AddedToBody(IBody body)
{
DebugTools.AssertNotNull(Body);
DebugTools.AssertNotNull(body);
foreach (var behavior in _behaviors.Values)
{
behavior.AddedToBody(body);
}
}
public void AddedToPart(IBodyPart part)
{
DebugTools.AssertNotNull(Part);
DebugTools.AssertNotNull(part);
Owner.Transform.AttachParent(part.Owner);
foreach (var behavior in _behaviors.Values)
{
behavior.AddedToPart(part);
}
}
public void AddedToPartInBody(IBody body, IBodyPart part)
{
DebugTools.AssertNotNull(Body);
DebugTools.AssertNotNull(body);
DebugTools.AssertNotNull(Part);
DebugTools.AssertNotNull(part);
Owner.Transform.AttachParent(part.Owner);
foreach (var behavior in _behaviors.Values)
{
behavior.AddedToPartInBody(body, part);
}
}
public void RemovedFromBody(IBody old)
{
DebugTools.AssertNull(Body);
DebugTools.AssertNotNull(old);
foreach (var behavior in _behaviors.Values)
{
behavior.RemovedFromBody(old);
}
}
public void RemovedFromPart(IBodyPart old)
{
DebugTools.AssertNull(Part);
DebugTools.AssertNotNull(old);
Owner.Transform.AttachToGridOrMap();
foreach (var behavior in _behaviors.Values)
{
behavior.RemovedFromPart(old);
}
}
public void RemovedFromPartInBody(IBody oldBody, IBodyPart oldPart)
{
DebugTools.AssertNull(Body);
DebugTools.AssertNotNull(oldBody);
DebugTools.AssertNull(Part);
DebugTools.AssertNotNull(oldPart);
Owner.Transform.AttachToGridOrMap();
foreach (var behavior in _behaviors.Values)
{
behavior.RemovedFromPartInBody(oldBody, oldPart);
}
}
}
}