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:
@@ -5,6 +5,8 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using System;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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@@ -17,18 +19,13 @@ namespace Content.Server.GameObjects.Components.Projectiles
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private SolutionContainerComponent _solutionContainer;
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentUnit TransferAmount { get; set; }
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[DataField("transferAmount")]
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public ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(1);
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[ViewVariables(VVAccess.ReadWrite)]
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public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
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private float _transferEfficiency;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.TransferAmount, "transferAmount", ReagentUnit.New(1));
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serializer.DataField(ref _transferEfficiency, "transferEfficiency", 1f);
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}
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[DataField("transferEfficiency")]
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private float _transferEfficiency = 1f;
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public override void Initialize()
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{
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@@ -1,6 +1,6 @@
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using Content.Server.GameObjects.Components.Weapon;
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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.GameObjects.Components.Projectiles
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{
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@@ -12,18 +12,13 @@ namespace Content.Server.GameObjects.Components.Projectiles
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{
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public override string Name => "FlashProjectile";
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private float _range;
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private float _duration;
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[DataField("range")]
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private float _range = 1.0f;
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[DataField("duration")]
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private float _duration = 8.0f;
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private bool _flashed;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _range, "range", 1.0f);
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serializer.DataField(ref _duration, "duration", 8.0f);
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}
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public override void Initialize()
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{
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base.Initialize();
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@@ -6,9 +6,8 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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@@ -22,38 +21,34 @@ namespace Content.Server.GameObjects.Components.Projectiles
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public override string Name => "Hitscan";
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public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
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private int _collisionMask;
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[DataField("layers")] //todo WithFormat.Flags<CollisionLayer>()
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private int _collisionMask = (int) CollisionGroup.Opaque;
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public float Damage
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{
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get => _damage;
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set => _damage = value;
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}
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private float _damage;
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[DataField("damage")]
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private float _damage = 10f;
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public DamageType DamageType => _damageType;
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private DamageType _damageType;
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[DataField("damageType")]
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private DamageType _damageType = DamageType.Heat;
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public float MaxLength => 20.0f;
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private TimeSpan _startTime;
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private TimeSpan _deathTime;
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public float ColorModifier { get; set; } = 1.0f;
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private string _spriteName;
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[DataField("spriteName")]
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private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
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[DataField("muzzleFlash")]
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private string _muzzleFlash;
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[DataField("impactFlash")]
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private string _impactFlash;
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private string _soundHitWall;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _collisionMask, "layers", (int) CollisionGroup.Opaque, WithFormat.Flags<CollisionLayer>());
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serializer.DataField(ref _damage, "damage", 10.0f);
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serializer.DataField(ref _damageType, "damageType", DamageType.Heat);
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serializer.DataField(ref _spriteName, "spriteName", "Objects/Weapons/Guns/Projectiles/laser.png");
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serializer.DataField(ref _muzzleFlash, "muzzleFlash", null);
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serializer.DataField(ref _impactFlash, "impactFlash", null);
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serializer.DataField(ref _soundHitWall, "soundHitWall", "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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}
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[DataField("soundHitWall")]
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private string _soundHitWall = "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg";
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public void FireEffects(IEntity user, float distance, Angle angle, IEntity hitEntity = null)
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{
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@@ -7,6 +7,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Projectiles
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@@ -18,7 +19,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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private EntityUid _shooter = EntityUid.Invalid;
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private Dictionary<DamageType, int> _damages;
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[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
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[ViewVariables]
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public Dictionary<DamageType, int> Damages
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@@ -28,24 +29,17 @@ namespace Content.Server.GameObjects.Components.Projectiles
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}
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public bool DeleteOnCollide => _deleteOnCollide;
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private bool _deleteOnCollide;
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[DataField("delete_on_collide")]
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private bool _deleteOnCollide = true;
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// Get that juicy FPS hit sound
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private string _soundHit;
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private string _soundHitSpecies;
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[DataField("soundHit")]
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private string _soundHit = default;
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[DataField("soundHitSpecies")]
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private string _soundHitSpecies = default;
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private bool _damagedEntity;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _deleteOnCollide, "delete_on_collide", true);
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// If not specified 0 damage
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serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
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serializer.DataField(ref _soundHit, "soundHit", null);
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serializer.DataField(ref _soundHitSpecies, "soundHitSpecies", null);
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}
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public float TimeLeft { get; set; } = 10;
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/// <summary>
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@@ -1,6 +1,6 @@
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using Content.Server.GameObjects.Components.Mobs;
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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.GameObjects.Components.Projectiles
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{
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@@ -13,17 +13,12 @@ namespace Content.Server.GameObjects.Components.Projectiles
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public override string Name => "StunnableProjectile";
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// See stunnable for what these do
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private int _stunAmount;
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private int _knockdownAmount;
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private int _slowdownAmount;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _stunAmount, "stunAmount", 0);
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serializer.DataField(ref _knockdownAmount, "knockdownAmount", 0);
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serializer.DataField(ref _slowdownAmount, "slowdownAmount", 0);
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}
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[DataField("stunAmount")]
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private int _stunAmount = default;
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[DataField("knockdownAmount")]
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private int _knockdownAmount = default;
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[DataField("slowdownAmount")]
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private int _slowdownAmount = default;
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public override void Initialize()
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{
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