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>
This commit is contained in:
@@ -1,16 +1,16 @@
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#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.Interfaces.Chemistry;
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using Content.Server.Utility;
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using Content.Shared.Audio;
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using Content.Shared.Interfaces.Chemistry;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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@@ -18,6 +18,7 @@ namespace Content.Server.Chemistry.ReactionEffects
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/// Basically smoke and foam reactions.
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/// </summary>
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[UsedImplicitly]
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[ImplicitDataDefinitionForInheritors]
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public abstract class AreaReactionEffect : IReactionEffect
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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@@ -25,82 +26,65 @@ namespace Content.Server.Chemistry.ReactionEffects
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/// <summary>
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/// Used for calculating the spread range of the effect based on the intensity of the reaction.
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/// </summary>
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private float _rangeConstant;
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private float _rangeMultiplier;
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private int _maxRange;
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[DataField("rangeConstant")] private float _rangeConstant;
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[DataField("rangeMultiplier")] private float _rangeMultiplier = 1.1f;
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[DataField("maxRange")] private int _maxRange = 10;
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/// <summary>
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/// If true the reagents get diluted or concentrated depending on the range of the effect
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/// </summary>
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private bool _diluteReagents;
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[DataField("diluteReagents")] private bool _diluteReagents;
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/// <summary>
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/// At what range should the reagents volume stay the same. If the effect range is higher than this then the reagents
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/// will get diluted. If the effect range is lower than this then the reagents will get concentrated.
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/// </summary>
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private int _reagentDilutionStart;
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[DataField("reagentDilutionStart")] private int _reagentDilutionStart = 4;
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/// <summary>
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/// Used to calculate dilution. Increasing this makes the reagents get more diluted. This means that a lower range
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/// will be needed to make the reagents volume get closer to zero.
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/// </summary>
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private float _reagentDilutionFactor;
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[DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1;
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/// <summary>
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/// Used to calculate concentration. Reagents get linearly more concentrated as the range goes from
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/// _reagentDilutionStart to zero. When the range is zero the reagents volume gets multiplied by this.
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/// </summary>
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private float _reagentMaxConcentrationFactor;
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[DataField("reagentMaxConcentrationFactor")]
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private float _reagentMaxConcentrationFactor = 2;
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/// <summary>
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/// How many seconds will the effect stay, counting after fully spreading.
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/// </summary>
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private float _duration;
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[DataField("duration")] private float _duration = 10;
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/// <summary>
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/// How many seconds between each spread step.
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/// </summary>
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private float _spreadDelay;
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[DataField("spreadDelay")] private float _spreadDelay = 0.5f;
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/// <summary>
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/// How many seconds between each remove step.
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/// </summary>
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private float _removeDelay;
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[DataField("removeDelay")] private float _removeDelay = 0.5f;
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/// <summary>
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/// The entity prototype that will be spawned as the effect. It needs a component derived from SolutionAreaEffectComponent.
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/// </summary>
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private string? _prototypeId;
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[DataField("prototypeId", required: true)]
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private string _prototypeId = default!;
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/// <summary>
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/// Sound that will get played when this reaction effect occurs.
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/// </summary>
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private string? _sound;
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[DataField("sound")] private string? _sound;
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protected AreaReactionEffect()
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{
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IoCManager.InjectDependencies(this);
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}
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _rangeConstant, "rangeConstant",0f);
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serializer.DataField(ref _rangeMultiplier, "rangeMultiplier",1.1f);
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serializer.DataField(ref _maxRange, "maxRange", 10);
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serializer.DataField(ref _diluteReagents, "diluteReagents", false);
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serializer.DataField(ref _reagentDilutionStart, "reagentDilutionStart", 4);
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serializer.DataField(ref _reagentDilutionFactor, "reagentDilutionFactor", 1f);
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serializer.DataField(ref _reagentMaxConcentrationFactor, "reagentMaxConcentrationFactor",2f);
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serializer.DataField(ref _duration, "duration", 10f);
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serializer.DataField(ref _spreadDelay, "spreadDelay", 0.5f);
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serializer.DataField(ref _removeDelay, "removeDelay", 0.5f);
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serializer.DataField(ref _sound, "sound", null);
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serializer.DataField(ref _prototypeId, "prototypeId", null);
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if (_prototypeId == null)
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Logger.Error("prototypeId wasn't provided to AreaReactionEffect, check yaml");
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}
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public void React(IEntity solutionEntity, double intensity)
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{
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if (!solutionEntity.TryGetComponent(out SolutionContainerComponent? contents))
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@@ -1,43 +1,34 @@
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using System;
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using Content.Server.Explosions;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.Interfaces.Chemistry;
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using Content.Shared.Interfaces.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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[DataDefinition]
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public class ExplosionReactionEffect : IReactionEffect
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{
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private float _devastationRange;
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private float _heavyImpactRange;
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private float _lightImpactRange;
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private float _flashRange;
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[DataField("devastationRange")] private float _devastationRange = 1;
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[DataField("heavyImpactRange")] private float _heavyImpactRange = 2;
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[DataField("lightImpactRange")] private float _lightImpactRange = 3;
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[DataField("flashRange")] private float _flashRange;
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/// <summary>
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/// If true, then scale ranges by intensity. If not, the ranges are the same regardless of reactant amount.
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/// </summary>
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private bool _scaled;
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[DataField("scaled")] private bool _scaled;
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/// <summary>
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/// Maximum scaling on ranges. For example, if it equals 5, then it won't scaled anywhere past
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/// 5 times the minimum reactant amount.
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/// </summary>
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private float _maxScale;
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _devastationRange, "devastationRange", 1);
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serializer.DataField(ref _heavyImpactRange, "heavyImpactRange", 2);
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serializer.DataField(ref _lightImpactRange, "lightImpactRange", 3);
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serializer.DataField(ref _flashRange, "flashRange", 0);
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serializer.DataField(ref _scaled, "scaled", false);
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serializer.DataField(ref _maxScale, "maxScale", 1);
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}
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[DataField("maxScale")] private float _maxScale = 1;
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public void React(IEntity solutionEntity, double intensity)
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{
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float floatIntensity = (float)intensity;
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var floatIntensity = (float)intensity;
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if (solutionEntity == null)
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return;
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if(!solutionEntity.TryGetComponent(out SolutionContainerComponent solution))
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@@ -54,10 +45,10 @@ namespace Content.Server.Chemistry.ReactionEffects
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}
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//Calculate intensities
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int finalDevastationRange = (int)MathF.Round(_devastationRange * floatIntensity);
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int finalHeavyImpactRange = (int)MathF.Round(_heavyImpactRange * floatIntensity);
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int finalLightImpactRange = (int)MathF.Round(_lightImpactRange * floatIntensity);
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int finalFlashRange = (int)MathF.Round(_flashRange * floatIntensity);
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var finalDevastationRange = (int)MathF.Round(_devastationRange * floatIntensity);
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var finalHeavyImpactRange = (int)MathF.Round(_heavyImpactRange * floatIntensity);
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var finalLightImpactRange = (int)MathF.Round(_lightImpactRange * floatIntensity);
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var finalFlashRange = (int)MathF.Round(_flashRange * floatIntensity);
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solutionEntity.SpawnExplosion(finalDevastationRange,
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finalHeavyImpactRange, finalLightImpactRange, finalFlashRange);
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}
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@@ -2,10 +2,12 @@
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using Content.Server.GameObjects.Components.Chemistry;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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[UsedImplicitly]
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[DataDefinition]
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public class FoamAreaReactionEffect : AreaReactionEffect
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{
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protected override SolutionAreaEffectComponent? GetAreaEffectComponent(IEntity entity)
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@@ -2,10 +2,12 @@
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using Content.Server.GameObjects.Components.Chemistry;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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[UsedImplicitly]
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[DataDefinition]
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public class SmokeAreaReactionEffect : AreaReactionEffect
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{
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protected override SolutionAreaEffectComponent? GetAreaEffectComponent(IEntity entity)
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