Refactor serialization copying to use source generators (#19412)
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@@ -5,7 +5,7 @@
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/// Kill everybody else to win.
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/// </summary>
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[RegisterComponent, Access(typeof(DeathMatchRuleSystem))]
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public sealed class DeathMatchRuleComponent : Component
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public sealed partial class DeathMatchRuleComponent : Component
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{
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/// <summary>
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/// How long until the round restarts
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@@ -5,7 +5,7 @@
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/// Used to both track the entity as well as store basic data
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/// </summary>
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[RegisterComponent]
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public sealed class GameRuleComponent : Component
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public sealed partial class GameRuleComponent : Component
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{
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/// <summary>
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/// Whether or not the rule is active.
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@@ -6,7 +6,7 @@ namespace Content.Server.GameTicking.Rules.Components;
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/// Gamerule that ends the round after a period of inactivity.
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/// </summary>
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[RegisterComponent, Access(typeof(InactivityTimeRestartRuleSystem))]
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public sealed class InactivityRuleComponent : Component
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public sealed partial class InactivityRuleComponent : Component
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{
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/// <summary>
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/// How long the round must be inactive to restart
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@@ -6,7 +6,7 @@ namespace Content.Server.GameTicking.Rules.Components;
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/// Configures the <see cref="InactivityTimeRestartRuleSystem"/> game rule.
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/// </summary>
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[RegisterComponent]
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public sealed class MaxTimeRestartRuleComponent : Component
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public sealed partial class MaxTimeRestartRuleComponent : Component
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{
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/// <summary>
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/// The max amount of time the round can last
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@@ -6,7 +6,7 @@ namespace Content.Server.GameTicking.Rules.Components;
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/// This is used for tagging a mob as a nuke operative.
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/// </summary>
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[RegisterComponent]
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public sealed class NukeOperativeComponent : Component
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public sealed partial class NukeOperativeComponent : Component
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{
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/// <summary>
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/// Path to antagonist alert sound.
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@@ -9,7 +9,7 @@ namespace Content.Server.GameTicking.Rules.Components;
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/// TODO: Remove once systems can request spawns from the ghost role system directly.
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/// </summary>
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[RegisterComponent]
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public sealed class NukeOperativeSpawnerComponent : Component
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public sealed partial class NukeOperativeSpawnerComponent : Component
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{
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[DataField("name", required:true)]
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public string OperativeName = default!;
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@@ -15,7 +15,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
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public sealed class NukeopsRuleComponent : Component
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public sealed partial class NukeopsRuleComponent : Component
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{
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/// <summary>
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/// The minimum needed amount of players
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@@ -98,19 +98,19 @@ public sealed class NukeopsRuleComponent : Component
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/// Cached starting gear prototypes.
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/// </summary>
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[DataField("startingGearPrototypes")]
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public readonly Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
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public Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
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/// <summary>
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/// Cached operator name prototypes.
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/// </summary>
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[DataField("operativeNames")]
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public readonly Dictionary<string, List<string>> OperativeNames = new();
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public Dictionary<string, List<string>> OperativeNames = new();
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/// <summary>
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/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
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/// </summary>
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[DataField("operativeMindPendingData")]
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public readonly Dictionary<EntityUid, string> OperativeMindPendingData = new();
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public Dictionary<EntityUid, string> OperativeMindPendingData = new();
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/// <summary>
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/// Players who played as an operative at some point in the round.
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@@ -118,7 +118,7 @@ public sealed class NukeopsRuleComponent : Component
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/// </summary>
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/// todo: don't store sessions, dingus
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[DataField("operativePlayers")]
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public readonly Dictionary<string, IPlayerSession> OperativePlayers = new();
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public Dictionary<string, IPlayerSession> OperativePlayers = new();
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[DataField("faction", customTypeSerializer: typeof(PrototypeIdSerializer<NpcFactionPrototype>), required: true)]
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public string Faction = default!;
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@@ -3,7 +3,7 @@
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(PiratesRuleSystem))]
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public sealed class PiratesRuleComponent : Component
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public sealed partial class PiratesRuleComponent : Component
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{
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[ViewVariables]
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public List<Mind.Mind> Pirates = new();
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@@ -18,7 +18,7 @@ public sealed class PiratesRuleComponent : Component
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/// Path to antagonist alert sound.
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/// </summary>
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[DataField("pirateAlertSound")]
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public readonly SoundSpecifier PirateAlertSound = new SoundPathSpecifier(
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public SoundSpecifier PirateAlertSound = new SoundPathSpecifier(
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"/Audio/Ambience/Antag/pirate_start.ogg",
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AudioParams.Default.WithVolume(4));
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}
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@@ -1,7 +1,7 @@
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(SandboxRuleSystem))]
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public sealed class SandboxRuleComponent : Component
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public sealed partial class SandboxRuleComponent : Component
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{
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}
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@@ -1,7 +1,7 @@
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(SecretRuleSystem))]
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public sealed class SecretRuleComponent : Component
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public sealed partial class SecretRuleComponent : Component
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{
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/// <summary>
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/// The gamerules that get added by secret.
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@@ -8,7 +8,7 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(TraitorRuleSystem))]
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public sealed class TraitorRuleComponent : Component
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public sealed partial class TraitorRuleComponent : Component
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{
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public List<TraitorRole> Traitors = new();
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@@ -7,7 +7,7 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(ZombieRuleSystem))]
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public sealed class ZombieRuleComponent : Component
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public sealed partial class ZombieRuleComponent : Component
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{
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[DataField("initialInfectedNames")]
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public Dictionary<string, string> InitialInfectedNames = new();
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