Refactor ExtinguisherCabinet->ItemCabinet and actually maps them in, adds EntityWhitelist (#4154)

* i probably shouldnt have done this in one commit

* map nonsense

* fix example code

* unnecessary

* test

* reviews

* little fix for open datafield

* add soul
This commit is contained in:
mirrorcult
2021-06-08 19:10:29 -07:00
committed by GitHub
parent 07494e4059
commit 1c7285825c
18 changed files with 795 additions and 191 deletions

View File

@@ -5,9 +5,9 @@ using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components
{
[Serializable, NetSerializable]
public enum ExtinguisherCabinetVisuals
public enum ItemCabinetVisuals : byte
{
IsOpen,
ContainsExtinguisher
ContainsItem
}
}

View File

@@ -48,7 +48,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
}
/// <summary>
/// Raised when clicking on another object and no attack event was handled.
/// Raised directed on the used object when clicking on another object and no attack event was handled.
/// </summary>
[PublicAPI]
public class AfterInteractEvent : HandledEntityEventArgs

View File

@@ -15,7 +15,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
/// <summary>
/// Called when a player directly interacts with an empty hand when user is in range of the target entity.
/// </summary>
[Obsolete("Use AttackHandMessage instead")]
[Obsolete("Use InteractHandEvent instead")]
bool InteractHand(InteractHandEventArgs eventArgs);
}
@@ -32,7 +32,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
}
/// <summary>
/// Raised when a target entity is interacted with by a user with an empty hand.
/// Raised directed on a target entity when it is interacted with by a user with an empty hand.
/// </summary>
[PublicAPI]
public class InteractHandEvent : HandledEntityEventArgs

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@@ -0,0 +1,85 @@
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Tag;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Utility
{
/// <summary>
/// Used to determine whether an entity fits a certain whitelist.
/// Does not whitelist by prototypes, since that is undesirable; you're better off just adding a tag to all
/// entity prototypes that need to be whitelisted, and checking for that.
/// </summary>
/// <code>
/// whitelist:
/// tags:
/// - Cigarette
/// - FirelockElectronics
/// components:
/// - Buckle
/// - AsteroidRock
/// </code>
[DataDefinition]
public class EntityWhitelist : ISerializationHooks
{
/// <summary>
/// Component names that are allowed in the whitelist.
/// </summary>
[DataField("components")] public string[]? Components = null;
private List<IComponentRegistration>? _registrations = null;
/// <summary>
/// Tags that are allowed in the whitelist.
/// </summary>
[DataField("tags")] public string[]? Tags = null;
void ISerializationHooks.AfterDeserialization()
{
UpdateRegistrations();
}
public void UpdateRegistrations()
{
if (Components == null) return;
var compfact = IoCManager.Resolve<IComponentFactory>();
_registrations = new List<IComponentRegistration>();
foreach (var name in Components)
{
if (!compfact.TryGetRegistration(name, out var registration))
{
Logger.Warning($"Invalid component name {name} passed to EntityWhitelist!");
continue;
}
_registrations.Add(registration);
}
}
/// <summary>
/// Returns whether a given entity fits the whitelist.
/// </summary>
public bool IsValid(IEntity entity)
{
if (Tags != null)
{
if (entity.HasAnyTag(Tags))
return true;
}
if (_registrations != null)
{
foreach (var reg in _registrations)
{
if (entity.TryGetComponent(reg.Type, out _))
return true;
}
}
return false;
}
}
}