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

307 lines
10 KiB
C#

using System;
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.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
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.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
[RegisterComponent]
public sealed class RevolverBarrelComponent : ServerRangedBarrelComponent, ISerializationHooks
{
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "RevolverBarrel";
public override uint? NetID => ContentNetIDs.REVOLVER_BARREL;
[ViewVariables]
[DataField("caliber")]
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
private Container _ammoContainer;
[ViewVariables]
private int _currentSlot;
public override int Capacity => _ammoSlots.Length;
[DataField("capacity")]
private int _serializedCapacity = 6;
[DataField("ammoSlots", readOnly: true)]
private IEntity[] _ammoSlots = Array.Empty<IEntity>();
public override int ShotsLeft => _ammoContainer.ContainedEntities.Count;
[ViewVariables]
[DataField("fillPrototype")]
private string _fillPrototype;
[ViewVariables]
private int _unspawnedCount;
// Sounds
[DataField("soundEject")]
private string _soundEject = "/Audio/Weapons/Guns/MagOut/revolver_magout.ogg";
[DataField("soundInsert")]
private string _soundInsert = "/Audio/Weapons/Guns/MagIn/revolver_magin.ogg";
[DataField("soundSpin")]
private string _soundSpin = "/Audio/Weapons/Guns/Misc/revolver_spin.ogg";
void ISerializationHooks.BeforeSerialization()
{
_serializedCapacity = _ammoSlots.Length;
}
void ISerializationHooks.AfterDeserialization()
{
_ammoSlots = new IEntity[_serializedCapacity];
}
public override ComponentState GetComponentState(ICommonSession player)
{
var slotsSpent = new bool?[Capacity];
for (var i = 0; i < Capacity; i++)
{
slotsSpent[i] = null;
if (_ammoSlots[i] != null && _ammoSlots[i].TryGetComponent(out AmmoComponent ammo))
{
slotsSpent[i] = ammo.Spent;
}
}
//TODO: make yaml var to not sent currentSlot/UI? (for russian roulette)
return new RevolverBarrelComponentState(
_currentSlot,
FireRateSelector,
slotsSpent,
SoundGunshot);
}
public override void Initialize()
{
base.Initialize();
_unspawnedCount = Capacity;
int idx = 0;
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammoContainer", out var existing);
if (existing)
{
foreach (var entity in _ammoContainer.ContainedEntities)
{
_unspawnedCount--;
_ammoSlots[idx] = entity;
idx++;
}
}
for (var i = 0; i < _unspawnedCount; i++)
{
var entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
_ammoSlots[idx] = entity;
_ammoContainer.Insert(entity);
idx++;
}
UpdateAppearance();
Dirty();
}
private void UpdateAppearance()
{
if (!Owner.TryGetComponent(out AppearanceComponent appearance))
{
return;
}
// Placeholder, at this stage it's just here for the RPG
appearance.SetData(MagazineBarrelVisuals.MagLoaded, ShotsLeft > 0);
appearance.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
appearance.SetData(AmmoVisuals.AmmoMax, Capacity);
}
public bool TryInsertBullet(IEntity user, IEntity entity)
{
if (!entity.TryGetComponent(out AmmoComponent ammoComponent))
{
return false;
}
if (ammoComponent.Caliber != _caliber)
{
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
return false;
}
// Functions like a stack
// These are inserted in reverse order but then when fired Cycle will go through in order
// The reason we don't just use an actual stack is because spin can select a random slot to point at
for (var i = _ammoSlots.Length - 1; i >= 0; i--)
{
var slot = _ammoSlots[i];
if (slot == null)
{
_currentSlot = i;
_ammoSlots[i] = entity;
_ammoContainer.Insert(entity);
if (_soundInsert != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
}
Dirty();
UpdateAppearance();
return true;
}
}
Owner.PopupMessage(user, Loc.GetString("Ammo full"));
return false;
}
public void Cycle()
{
// Move up a slot
_currentSlot = (_currentSlot + 1) % _ammoSlots.Length;
Dirty();
UpdateAppearance();
}
/// <summary>
/// Russian Roulette
/// </summary>
public void Spin()
{
var random = _random.Next(_ammoSlots.Length - 1);
_currentSlot = random;
if (_soundSpin != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundSpin, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
}
Dirty();
}
public override IEntity PeekAmmo()
{
return _ammoSlots[_currentSlot];
}
/// <summary>
/// Takes a projectile out if possible
/// IEnumerable just to make supporting shotguns saner
/// </summary>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
public override IEntity TakeProjectile(EntityCoordinates spawnAt)
{
var ammo = _ammoSlots[_currentSlot];
IEntity bullet = null;
if (ammo != null)
{
var ammoComponent = ammo.GetComponent<AmmoComponent>();
bullet = ammoComponent.TakeBullet(spawnAt);
if (ammoComponent.Caseless)
{
_ammoSlots[_currentSlot] = null;
_ammoContainer.Remove(ammo);
}
}
Cycle();
UpdateAppearance();
return bullet;
}
private void EjectAllSlots()
{
for (var i = 0; i < _ammoSlots.Length; i++)
{
var entity = _ammoSlots[i];
if (entity == null)
{
continue;
}
_ammoContainer.Remove(entity);
EjectCasing(entity);
_ammoSlots[i] = null;
}
if (_ammoContainer.ContainedEntities.Count > 0)
{
if (_soundEject != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-1));
}
}
// May as well point back at the end?
_currentSlot = _ammoSlots.Length - 1;
return;
}
/// <summary>
/// Eject all casings
/// </summary>
/// <param name="eventArgs"></param>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
public override bool UseEntity(UseEntityEventArgs eventArgs)
{
EjectAllSlots();
Dirty();
UpdateAppearance();
return true;
}
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryInsertBullet(eventArgs.User, eventArgs.Using);
}
[Verb]
private sealed class SpinRevolverVerb : Verb<RevolverBarrelComponent>
{
protected override void GetData(IEntity user, RevolverBarrelComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("Spin");
if (component.Capacity <= 1)
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Visibility = component.ShotsLeft > 0 ? VerbVisibility.Visible : VerbVisibility.Disabled;
}
protected override void Activate(IEntity user, RevolverBarrelComponent component)
{
component.Spin();
component.Owner.PopupMessage(user, Loc.GetString("Spun the cylinder"));
}
}
}
}