Files
OldThink/Content.Server/Chemistry/ReactionEffects/AreaReactionEffect.cs
Paul Ritter 5c50b1f6ed 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>
2021-03-05 01:08:38 +01:00

146 lines
6.2 KiB
C#

#nullable enable
using System;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.Utility;
using Content.Shared.Audio;
using Content.Shared.Interfaces.Chemistry;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.ReactionEffects
{
/// <summary>
/// Basically smoke and foam reactions.
/// </summary>
[UsedImplicitly]
[ImplicitDataDefinitionForInheritors]
public abstract class AreaReactionEffect : IReactionEffect
{
[Dependency] private readonly IMapManager _mapManager = default!;
/// <summary>
/// Used for calculating the spread range of the effect based on the intensity of the reaction.
/// </summary>
[DataField("rangeConstant")] private float _rangeConstant;
[DataField("rangeMultiplier")] private float _rangeMultiplier = 1.1f;
[DataField("maxRange")] private int _maxRange = 10;
/// <summary>
/// If true the reagents get diluted or concentrated depending on the range of the effect
/// </summary>
[DataField("diluteReagents")] private bool _diluteReagents;
/// <summary>
/// At what range should the reagents volume stay the same. If the effect range is higher than this then the reagents
/// will get diluted. If the effect range is lower than this then the reagents will get concentrated.
/// </summary>
[DataField("reagentDilutionStart")] private int _reagentDilutionStart = 4;
/// <summary>
/// Used to calculate dilution. Increasing this makes the reagents get more diluted. This means that a lower range
/// will be needed to make the reagents volume get closer to zero.
/// </summary>
[DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1;
/// <summary>
/// Used to calculate concentration. Reagents get linearly more concentrated as the range goes from
/// _reagentDilutionStart to zero. When the range is zero the reagents volume gets multiplied by this.
/// </summary>
[DataField("reagentMaxConcentrationFactor")]
private float _reagentMaxConcentrationFactor = 2;
/// <summary>
/// How many seconds will the effect stay, counting after fully spreading.
/// </summary>
[DataField("duration")] private float _duration = 10;
/// <summary>
/// How many seconds between each spread step.
/// </summary>
[DataField("spreadDelay")] private float _spreadDelay = 0.5f;
/// <summary>
/// How many seconds between each remove step.
/// </summary>
[DataField("removeDelay")] private float _removeDelay = 0.5f;
/// <summary>
/// The entity prototype that will be spawned as the effect. It needs a component derived from SolutionAreaEffectComponent.
/// </summary>
[DataField("prototypeId", required: true)]
private string _prototypeId = default!;
/// <summary>
/// Sound that will get played when this reaction effect occurs.
/// </summary>
[DataField("sound")] private string? _sound;
protected AreaReactionEffect()
{
IoCManager.InjectDependencies(this);
}
public void React(IEntity solutionEntity, double intensity)
{
if (!solutionEntity.TryGetComponent(out SolutionContainerComponent? contents))
return;
var solution = contents.SplitSolution(contents.MaxVolume);
// We take the square root so it becomes harder to reach higher amount values
var amount = (int) Math.Round(_rangeConstant + _rangeMultiplier*Math.Sqrt(intensity));
amount = Math.Min(amount, _maxRange);
if (_diluteReagents)
{
// The maximum value of solutionFraction is _reagentMaxConcentrationFactor, achieved when amount = 0
// The infimum of solutionFraction is 0, which is approached when amount tends to infinity
// solutionFraction is equal to 1 only when amount equals _reagentDilutionStart
float solutionFraction;
if (amount >= _reagentDilutionStart)
{
// Weird formulas here but basically when amount increases, solutionFraction gets closer to 0 in a reciprocal manner
// _reagentDilutionFactor defines how fast solutionFraction gets closer to 0
solutionFraction = 1 / (_reagentDilutionFactor*(amount - _reagentDilutionStart) + 1);
}
else
{
// Here when amount decreases, solutionFraction gets closer to _reagentMaxConcentrationFactor in a linear manner
solutionFraction = amount * (1 - _reagentMaxConcentrationFactor) / _reagentDilutionStart +
_reagentMaxConcentrationFactor;
}
solution.RemoveSolution(solution.TotalVolume * solutionFraction);
}
if (!_mapManager.TryFindGridAt(solutionEntity.Transform.MapPosition, out var grid)) return;
var coords = grid.MapToGrid(solutionEntity.Transform.MapPosition);
var ent = solutionEntity.EntityManager.SpawnEntity(_prototypeId, coords.SnapToGrid());
var areaEffectComponent = GetAreaEffectComponent(ent);
if (areaEffectComponent == null)
{
Logger.Error("Couldn't get AreaEffectComponent from " + _prototypeId);
ent.Delete();
return;
}
areaEffectComponent.TryAddSolution(solution);
areaEffectComponent.Start(amount, _duration, _spreadDelay, _removeDelay);
if (!string.IsNullOrEmpty(_sound))
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_sound, solutionEntity, AudioHelpers.WithVariation(0.125f));
}
}
protected abstract SolutionAreaEffectComponent? GetAreaEffectComponent(IEntity entity);
}
}