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crystall-punk-14/Content.Server/Morgue/Components/MorgueEntityStorageComponent.cs

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using System.Collections.Generic;
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using Content.Server.Storage.Components;
using Content.Shared.Body.Components;
using Content.Shared.Directions;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Morgue;
using Content.Shared.Physics;
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using Content.Shared.Popups;
using Content.Shared.Sound;
using Content.Shared.Standing;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
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>
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using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
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namespace Content.Server.Morgue.Components
{
[RegisterComponent]
[ComponentReference(typeof(EntityStorageComponent))]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IStorageComponent))]
[Virtual]
#pragma warning disable 618
public class MorgueEntityStorageComponent : EntityStorageComponent, IExamine
#pragma warning restore 618
{
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[Dependency] private readonly IEntityManager _entMan = default!;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("trayPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
private string? _trayPrototypeId;
[ViewVariables]
private EntityUid? _tray;
[ViewVariables]
public ContainerSlot? TrayContainer { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
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>
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[DataField("doSoulBeep")]
public bool DoSoulBeep = true;
[DataField("occupantHasSoulAlarmSound")]
private SoundSpecifier _occupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
protected override void Initialize()
{
base.Initialize();
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if(_entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
appearance.SetData(MorgueVisuals.Open, false);
TrayContainer = Owner.EnsureContainer<ContainerSlot>("morgue_tray", out _);
}
public override Vector2 ContentsDumpPosition()
{
if (_tray != null)
return _entMan.GetComponent<TransformComponent>(_tray.Value).WorldPosition;
return base.ContentsDumpPosition();
}
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protected override bool AddToContents(EntityUid entity)
{
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if (_entMan.HasComponent<SharedBodyComponent>(entity) && !EntitySystem.Get<StandingStateSystem>().IsDown(entity))
return false;
return base.AddToContents(entity);
}
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public override bool CanOpen(EntityUid user, bool silent = false)
{
if (!EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(Owner,
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_entMan.GetComponent<TransformComponent>(Owner).Coordinates.Offset(_entMan.GetComponent<TransformComponent>(Owner).LocalRotation.GetCardinalDir()),
collisionMask: CollisionGroup.Impassable | CollisionGroup.VaultImpassable
))
{
if (!silent)
Owner.PopupMessage(user, Loc.GetString("morgue-entity-storage-component-cannot-open-no-space"));
return false;
}
return base.CanOpen(user, silent);
}
protected override void OpenStorage()
{
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if (_entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
{
appearance.SetData(MorgueVisuals.Open, true);
appearance.SetData(MorgueVisuals.HasContents, false);
appearance.SetData(MorgueVisuals.HasMob, false);
appearance.SetData(MorgueVisuals.HasSoul, false);
}
if (_tray == null)
{
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_tray = _entMan.SpawnEntity(_trayPrototypeId, _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
var trayComp = _tray.Value.EnsureComponent<MorgueTrayComponent>();
trayComp.Morgue = Owner;
}
else
{
TrayContainer?.Remove(_tray.Value);
}
_entMan.GetComponent<TransformComponent>(_tray.Value).Coordinates = new EntityCoordinates(Owner, 0, -1);
base.OpenStorage();
}
private void CheckContents()
{
var count = 0;
var hasMob = false;
var hasSoul = false;
foreach (var entity in Contents.ContainedEntities)
{
count++;
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if (!hasMob && _entMan.HasComponent<SharedBodyComponent>(entity))
hasMob = true;
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if (!hasSoul && _entMan.TryGetComponent<ActorComponent?>(entity, out var actor) && actor.PlayerSession != null)
hasSoul = true;
}
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if (_entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
{
appearance.SetData(MorgueVisuals.HasContents, count > 0);
appearance.SetData(MorgueVisuals.HasMob, hasMob);
appearance.SetData(MorgueVisuals.HasSoul, hasSoul);
}
}
protected override void CloseStorage()
{
base.CloseStorage();
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if (_entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
appearance.SetData(MorgueVisuals.Open, false);
CheckContents();
if (_tray != null)
{
TrayContainer?.Insert(_tray.Value);
}
}
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protected override IEnumerable<EntityUid> DetermineCollidingEntities()
{
if (_tray == null)
{
yield break;
}
var entityLookup = EntitySystem.Get<EntityLookupSystem>();
foreach (var entity in entityLookup.GetEntitiesIntersecting(_tray.Value, flags: LookupFlags.None))
{
yield return entity;
}
}
//Called every 10 seconds
public void Update()
{
CheckContents();
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if (DoSoulBeep && _entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance) &&
appearance.TryGetData(MorgueVisuals.HasSoul, out bool hasSoul) && hasSoul)
{
SoundSystem.Play(Filter.Pvs(Owner), _occupantHasSoulAlarmSound.GetSound(), Owner);
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}
}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
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if (!_entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance)) return;
if (inDetailsRange)
{
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if (appearance.TryGetData(MorgueVisuals.HasSoul, out bool hasSoul) && hasSoul)
{
message.AddMarkup(Loc.GetString("morgue-entity-storage-component-on-examine-details-body-has-soul"));
}
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else if (appearance.TryGetData(MorgueVisuals.HasMob, out bool hasMob) && hasMob)
{
message.AddMarkup(Loc.GetString("morgue-entity-storage-component-on-examine-details-body-has-no-soul"));
}
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else if (appearance.TryGetData(MorgueVisuals.HasContents, out bool hasContents) && hasContents)
{
message.AddMarkup(Loc.GetString("morgue-entity-storage-component-on-examine-details-has-contents"));
}
else
{
message.AddMarkup(Loc.GetString("morgue-entity-storage-component-on-examine-details-empty"));
}
}
}
}
}