using System;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
///
/// Serialized state of a .
///
[Serializable, NetSerializable]
public 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; }
public override uint NetID => NetIDs.META_DATA;
///
/// 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.
///
public interface IMetaDataComponent
{
///
/// The in-game name of this entity.
///
string EntityName { get; set; }
///
/// The in-game description of this entity.
///
string EntityDescription { get; set; }
///
/// The prototype this entity was created from, if any.
///
EntityPrototype? EntityPrototype { get; set; }
}
///
internal class MetaDataComponent : Component, IMetaDataComponent
{
[Dependency] private readonly IPrototypeManager _prototypes = default!;
private string? _entityName;
private string? _entityDescription;
private EntityPrototype? _entityPrototype;
///
public override string Name => "MetaData";
///
public override uint? NetID => NetIDs.META_DATA;
///
[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();
}
}
///
[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();
}
}
///
[ViewVariables]
public EntityPrototype? EntityPrototype
{
get => _entityPrototype;
set
{
_entityPrototype = value;
Dirty();
}
}
///
public override ComponentState GetComponentState()
{
return new MetaDataComponentState(_entityName, _entityDescription, EntityPrototype?.ID);
}
///
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is MetaDataComponentState state))
return;
_entityName = state.Name;
_entityDescription = state.Description;
if(state.PrototypeId != null)
_entityPrototype = _prototypes.Index(state.PrototypeId);
}
///
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _entityName, "name", null);
serializer.DataField(ref _entityDescription, "desc", null);
//serializer.DataField(ref _entityPrototype, "proto", null,
// s => _prototypes.Index(s),
// p => p.ID);
}
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();
}
}
}