using System;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
///
/// The base class for all ECS components. A component is a piece of data, ideally without methods, that is
/// attached to or will be attached to some . Entities do not have any data without
/// components to specify it.
///
///
///
/// Components must be registered, usually with , for the ECS to
/// recognize them.
///
///
/// Components implicitly have , and are always valid for YAML ser/de.
///
///
///
///
///
///
[Reflect(false)]
[ImplicitDataDefinitionForInheritors]
public abstract partial class Component : IComponent
{
[DataField("netsync")]
[ViewVariables(VVAccess.ReadWrite)]
private bool _netSync { get; set; } = true;
internal bool Networked { get; set; } = true;
bool IComponent.Networked
{
get => Networked;
set => Networked = value;
}
///
public bool NetSyncEnabled
{
get => Networked && _netSync;
set => _netSync = value;
}
///
[ViewVariables]
[Obsolete("Update your API to allow accessing Owner through other means")]
public EntityUid Owner { get; set; } = EntityUid.Invalid;
[ViewVariables]
public ComponentLifeStage LifeStage { get; internal set; } = ComponentLifeStage.PreAdd;
ComponentLifeStage IComponent.LifeStage
{
get => LifeStage;
set => LifeStage = value;
}
public virtual bool SendOnlyToOwner => false;
public virtual bool SessionSpecific => false;
///
[ViewVariables]
public bool Initialized => LifeStage >= ComponentLifeStage.Initializing;
///
[ViewVariables]
public bool Running => ComponentLifeStage.Starting <= LifeStage && LifeStage <= ComponentLifeStage.Stopping;
///
[ViewVariables]
public bool Deleted => LifeStage >= ComponentLifeStage.Removing;
///
/// This is the tick the component was created.
///
[ViewVariables]
public GameTick CreationTick { get; internal set; }
GameTick IComponent.CreationTick
{
get => CreationTick;
set => CreationTick = value;
}
///
/// Marks the component as dirty so that the network will re-sync it with clients.
///
[ViewVariables]
public GameTick LastModifiedTick { get; internal set; }
GameTick IComponent.LastModifiedTick
{
get => LastModifiedTick;
set => LastModifiedTick = value;
}
///
[Obsolete]
public void Dirty(IEntityManager? entManager = null)
{
IoCManager.Resolve(ref entManager);
entManager.Dirty(Owner, this);
}
// these two methods clear the LastModifiedTick/CreationTick to mark it as "not different from prototype load".
// This is used as optimization in the game state system to avoid sending redundant component data.
void IComponent.ClearTicks()
{
ClearTicks();
}
private protected virtual void ClearTicks()
{
LastModifiedTick = GameTick.Zero;
ClearCreationTick();
}
void IComponent.ClearCreationTick()
{
ClearCreationTick();
}
private protected void ClearCreationTick()
{
CreationTick = GameTick.Zero;
}
}
///
/// The life stages of an ECS component.
///
public enum ComponentLifeStage : byte
{
///
/// The component has just been allocated.
///
PreAdd = 0,
///
/// Currently being added to an entity.
///
Adding,
///
/// Has been added to an entity.
///
Added,
///
/// Currently being initialized.
///
Initializing,
///
/// Has been initialized.
///
Initialized,
///
/// Currently being started up.
///
Starting,
///
/// Has started up.
///
Running,
///
/// Currently shutting down.
///
Stopping,
///
/// Has been shut down.
///
Stopped,
///
/// Currently being removed from its entity.
///
Removing,
///
/// Removed from its entity, and is deleted.
///
Deleted,
}
///
/// WARNING: Do not subscribe to this unless you know what you are doing!
/// The component has been added to the entity. This is the first function
/// to be called after the component has been allocated and (optionally) deserialized.
///
[ComponentEvent]
public readonly record struct ComponentAdd;
///
/// Raised when all of the entity's other components have been added and are available,
/// But are not necessarily initialized yet. DO NOT depend on the values of other components to be correct.
///
[ComponentEvent]
public sealed class ComponentInit : EntityEventArgs { }
///
/// Starts up a component. This is called automatically after all components are Initialized and the entity is Initialized.
/// This can be called multiple times during the component's life, and at any time.
///
[ComponentEvent]
public sealed class ComponentStartup : EntityEventArgs { }
///
/// Shuts down the component. The is called Automatically by OnRemove. This can be called multiple times during
/// the component's life, and at any time.
///
[ComponentEvent]
public sealed class ComponentShutdown : EntityEventArgs { }
///
/// The component has been removed from the entity. This is the last function
/// that is called before the component is freed.
///
[ComponentEvent]
public sealed class ComponentRemove : EntityEventArgs { }
}