using System;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
///
/// Serialized state of a .
///
[Serializable, NetSerializable]
public sealed class MetaDataComponentState : ComponentState
{
///
/// The in-game name of this entity.
///
public string? Name { get; }
///
/// The in-game description of this entity.
///
public string? Description { get; }
///
/// The prototype this entity was created from, if any.
///
public string? PrototypeId { get; }
///
/// Constructs a new instance of .
///
/// The in-game name of this entity.
/// The in-game description of this entity.
/// The prototype this entity was created from, if any.
public MetaDataComponentState(string? name, string? description, string? prototypeId)
{
Name = name;
Description = description;
PrototypeId = prototypeId;
}
}
///
/// Contains meta data about this entity that isn't component specific.
///
[NetworkedComponent]
public sealed class MetaDataComponent : Component
{
[DataField("name")] internal string? _entityName;
[DataField("desc")] internal string? _entityDescription;
internal EntityPrototype? _entityPrototype;
private bool _entityPaused;
// Every entity starts at tick 1, because they are conceptually created in the time between 0->1
[ViewVariables]
public GameTick EntityLastModifiedTick { get; internal set; } = new(1);
///
/// The in-game name of this entity.
///
[ViewVariables(VVAccess.ReadWrite)]
public string EntityName
{
get
{
if (_entityName == null)
return _entityPrototype != null ? _entityPrototype.Name : string.Empty;
return _entityName;
}
set
{
string? newValue = value;
if (_entityPrototype != null && _entityPrototype.Name == newValue)
newValue = null;
if (_entityName == newValue)
return;
_entityName = newValue;
Dirty();
}
}
///
/// The in-game description of this entity.
///
[ViewVariables(VVAccess.ReadWrite)]
public string EntityDescription
{
get
{
if (_entityDescription == null)
return _entityPrototype != null ? _entityPrototype.Description : string.Empty;
return _entityDescription;
}
set
{
string? newValue = value;
if (_entityPrototype != null && _entityPrototype.Description == newValue)
newValue = null;
if(_entityDescription == newValue)
return;
_entityDescription = newValue;
Dirty();
}
}
///
/// The prototype this entity was created from, if any.
///
[ViewVariables]
public EntityPrototype? EntityPrototype
{
get => _entityPrototype;
set
{
_entityPrototype = value;
Dirty();
}
}
///
/// The current lifetime stage of this entity. You can use this to check
/// if the entity is initialized or being deleted.
///
[ViewVariables]
public EntityLifeStage EntityLifeStage { get; internal set; }
[ViewVariables]
public MetaDataFlags Flags { get; internal set; }
///
/// The sum of our visibility layer and our parent's visibility layers.
/// Server-only.
///
[ViewVariables]
public int VisibilityMask { get; internal set; }
[ViewVariables]
public bool EntityPaused
{
get => _entityPaused;
set
{
if (_entityPaused == value)
return;
_entityPaused = value;
IoCManager.Resolve().EventBus.RaiseLocalEvent(Owner, new EntityPausedEvent(Owner, value));
}
}
public bool EntityInitialized => EntityLifeStage >= EntityLifeStage.Initialized;
public bool EntityInitializing => EntityLifeStage == EntityLifeStage.Initializing;
public bool EntityDeleted => EntityLifeStage >= EntityLifeStage.Deleted;
internal override void ClearTicks()
{
// Do not clear modified ticks.
// MetaDataComponent is used in the game state system to carry initial data like prototype ID.
// So it ALWAYS has to be sent.
// (Creation can still be cleared though)
ClearCreationTick();
}
}
[Flags]
public enum MetaDataFlags : byte
{
None = 0,
///
/// Whether the entity has states specific to a particular player.
///
EntitySpecific = 1 << 0,
///
/// Whether the entity is currently inside of a container.
///
InContainer = 1 << 1,
}
}