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>
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@@ -1,10 +1,9 @@
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#nullable enable
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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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.Utility;
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using YamlDotNet.RepresentationModel;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Materials
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{
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@@ -12,120 +11,79 @@ namespace Content.Shared.Materials
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/// Materials are read-only storage for the properties of specific materials.
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/// Properties should be intrinsic (or at least as much is necessary for game purposes).
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/// </summary>
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public class Material : IExposeData
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[Prototype("material")]
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[DataDefinition]
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public class MaterialPrototype : IPrototype
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{
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public string Name => _name;
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private string _name = "unobtanium";
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[ViewVariables]
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[field: DataField("id", required: true)]
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public string ID { get; } = default!;
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public Color Color => _color;
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private Color _color = Color.Gray;
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[ViewVariables]
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[field: DataField("parent")]
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public string? Parent { get; }
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[DataField("name")] public string Name { get; private set; } = "unobtanium";
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[DataField("color")] public Color Color { get; private set; } = Color.Gray;
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/// <summary>
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/// Volumetric mass density, in kg.m^-3.
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/// </summary>
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public double Density => _density;
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private double _density = 1;
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[DataField("density")]
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public double Density { get; private set; } = 1;
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/// <summary>
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/// Electrical resistivity, NOT resistance.
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/// Unit is ohm-meter (Ω⋅m).
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/// </summary>
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public double ElectricResistivity => _electricResistivity;
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private double _electricResistivity = 1;
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[DataField("electricResistivity")]
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public double ElectricResistivity { get; private set; } = 1;
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/// <summary>
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/// Thermal conductivity, in W.m-1.K-1
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/// </summary>
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public double ThermalConductivity => _thermalConductivity;
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private double _thermalConductivity = 1;
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[DataField("thermalConductivity")]
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public double ThermalConductivity { get; private set; } = 1;
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/// <summary>
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/// Specific heat, in J.kg-1.K-1
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/// </summary>
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public double SpecificHeat => _specificHeat;
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private double _specificHeat = 1;
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[DataField("specificHeat")]
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public double SpecificHeat { get; private set; } = 1;
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/// <summary>
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/// Controls how durable the material is.
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/// Basically how slowly it degrades.
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/// </summary>
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public double Durability => _durability;
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private double _durability = 1;
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[DataField("durability")]
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public double Durability { get; private set; } = 1;
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/// <summary>
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/// Multiplier for how much this resists damage.
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/// So higher means armor is more effective, for example.
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/// </summary>
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public double Hardness => _hardness;
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private double _hardness = 1;
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[DataField("hardness")]
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public double Hardness { get; private set; } = 1;
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/// <summary>
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/// Multiplier that determines damage on sharpness-based weapons like knives.
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/// Higher means more damage is done.
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/// </summary>
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public double SharpDamage => _sharpDamage;
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private double _sharpDamage = 1;
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[DataField("sharpDamage")]
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public double SharpDamage { get; private set; } = 1;
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/// <summary>
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/// Multiplier that determines damage on blunt-based weapons like clubs.
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/// Higher means more damage is done.
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/// </summary>
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public double BluntDamage => _bluntDamage;
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private double _bluntDamage = 1;
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[DataField("bluntDamage")]
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public double BluntDamage { get; private set; } = 1;
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/// <summary>
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/// An icon used to represent the material in graphic interfaces.
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/// </summary>
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public SpriteSpecifier Icon => _icon;
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private SpriteSpecifier _icon = SpriteSpecifier.Invalid;
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public string? ID
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{
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get
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{
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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foreach (var prototype in prototypeManager.EnumeratePrototypes<MaterialPrototype>())
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{
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if (prototype.Material == this) return prototype.ID;
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}
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return null;
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}
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}
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _name, "name", "unobtanium", alwaysWrite: true);
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serializer.DataField(ref _color, "color", Color.Gray, alwaysWrite: true);
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// All default material params are initialized to 1 because
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// I'm too lazy to figure out for which that's necessary to prevent divisions by zero in case left out.
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serializer.DataField(ref _density, "density", 1, alwaysWrite: true);
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serializer.DataField(ref _electricResistivity, "electricResistivity", 1, alwaysWrite: true);
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serializer.DataField(ref _thermalConductivity, "thermalConductivity", 1, alwaysWrite: true);
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serializer.DataField(ref _specificHeat, "specificHeat", 1, alwaysWrite: true);
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serializer.DataField(ref _durability, "durability", 1, alwaysWrite: true);
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serializer.DataField(ref _hardness, "hardness", 1, alwaysWrite: true);
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serializer.DataField(ref _sharpDamage, "sharpDamage", 1, alwaysWrite: true);
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serializer.DataField(ref _bluntDamage, "bluntDamage", 1, alwaysWrite: true);
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serializer.DataField(ref _icon, "icon", SpriteSpecifier.Invalid, alwaysWrite: true);
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}
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}
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[Prototype("material")]
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public class MaterialPrototype : IPrototype
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{
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public string ID { get; private set; } = string.Empty;
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public Material Material { get; private set; } = new();
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public void LoadFrom(YamlMappingNode mapping)
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{
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ID = mapping["id"].AsString();
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var ser = YamlObjectSerializer.NewReader(mapping);
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Material = new Material();
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((IExposeData) Material).ExposeData(ser);
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}
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[DataField("icon")]
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public SpriteSpecifier Icon { get; private set; } = SpriteSpecifier.Invalid;
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}
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}
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