Files
crystall-punk-14/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/PumpBarrelComponent.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

249 lines
7.9 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
/// <summary>
/// Bolt-action rifles
/// </summary>
[RegisterComponent]
public sealed class PumpBarrelComponent : ServerRangedBarrelComponent, IMapInit, ISerializationHooks
{
public override string Name => "PumpBarrel";
public override uint? NetID => ContentNetIDs.PUMP_BARREL;
public override int ShotsLeft
{
get
{
var chamberCount = _chamberContainer.ContainedEntity != null ? 1 : 0;
return chamberCount + _spawnedAmmo.Count + _unspawnedCount;
}
}
private const int DefaultCapacity = 6;
[field: DataField("capacity")]
public override int Capacity { get; } = DefaultCapacity;
// Even a point having a chamber? I guess it makes some of the below code cleaner
private ContainerSlot _chamberContainer;
private Stack<IEntity> _spawnedAmmo = new (DefaultCapacity-1);
private Container _ammoContainer;
[ViewVariables]
[DataField("caliber")]
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
[ViewVariables]
[DataField("fillPrototype")]
private string _fillPrototype;
[ViewVariables]
private int _unspawnedCount;
[DataField("manualCycle")]
private bool _manualCycle = true;
private AppearanceComponent _appearanceComponent;
// Sounds
[DataField("soundCycle")]
private string _soundCycle = "/Audio/Weapons/Guns/Cock/sf_rifle_cock.ogg";
[DataField("soundInsert")]
private string _soundInsert = "/Audio/Weapons/Guns/MagIn/bullet_insert.ogg";
void IMapInit.MapInit()
{
if (_fillPrototype != null)
{
_unspawnedCount += Capacity - 1;
}
UpdateAppearance();
}
public override ComponentState GetComponentState(ICommonSession player)
{
(int, int)? count = (ShotsLeft, Capacity);
var chamberedExists = _chamberContainer.ContainedEntity != null;
// (Is one chambered?, is the bullet spend)
var chamber = (chamberedExists, false);
if (chamberedExists && _chamberContainer.ContainedEntity.TryGetComponent<AmmoComponent>(out var ammo))
{
chamber.Item2 = ammo.Spent;
}
return new PumpBarrelComponentState(
chamber,
FireRateSelector,
count,
SoundGunshot);
}
void ISerializationHooks.AfterDeserialization()
{
_spawnedAmmo = new Stack<IEntity>(Capacity - 1);
}
public override void Initialize()
{
base.Initialize();
_ammoContainer =
ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammo-container", out var existing);
if (existing)
{
foreach (var entity in _ammoContainer.ContainedEntities)
{
_spawnedAmmo.Push(entity);
_unspawnedCount--;
}
}
_chamberContainer =
ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-chamber-container", out existing);
if (existing)
{
_unspawnedCount--;
}
if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
{
_appearanceComponent = appearanceComponent;
}
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
Dirty();
UpdateAppearance();
}
private void UpdateAppearance()
{
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
}
public override IEntity PeekAmmo()
{
return _chamberContainer.ContainedEntity;
}
public override IEntity TakeProjectile(EntityCoordinates spawnAt)
{
var chamberEntity = _chamberContainer.ContainedEntity;
if (!_manualCycle)
{
Cycle();
}
else
{
Dirty();
}
return chamberEntity?.GetComponent<AmmoComponent>().TakeBullet(spawnAt);
}
private void Cycle(bool manual = false)
{
var chamberedEntity = _chamberContainer.ContainedEntity;
if (chamberedEntity != null)
{
_chamberContainer.Remove(chamberedEntity);
var ammoComponent = chamberedEntity.GetComponent<AmmoComponent>();
if (!ammoComponent.Caseless)
{
EjectCasing(chamberedEntity);
}
}
if (_spawnedAmmo.TryPop(out var next))
{
_ammoContainer.Remove(next);
_chamberContainer.Insert(next);
}
if (_unspawnedCount > 0)
{
_unspawnedCount--;
var ammoEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
_chamberContainer.Insert(ammoEntity);
}
if (manual)
{
if (_soundCycle != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundCycle, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
}
}
Dirty();
UpdateAppearance();
}
public bool TryInsertBullet(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.Using.TryGetComponent(out AmmoComponent ammoComponent))
{
return false;
}
if (ammoComponent.Caliber != _caliber)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Wrong caliber"));
return false;
}
if (_ammoContainer.ContainedEntities.Count < Capacity - 1)
{
_ammoContainer.Insert(eventArgs.Using);
_spawnedAmmo.Push(eventArgs.Using);
Dirty();
UpdateAppearance();
if (_soundInsert != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
}
return true;
}
Owner.PopupMessage(eventArgs.User, Loc.GetString("No room"));
return false;
}
public override bool UseEntity(UseEntityEventArgs eventArgs)
{
Cycle(true);
return true;
}
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryInsertBullet(eventArgs);
}
public override void Examine(FormattedMessage message, bool inDetailsRange)
{
base.Examine(message, inDetailsRange);
message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", _caliber));
}
}
}