mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* oops
* fixes serialization il
* copytest
* typo & misc fixes
* 139 moment
* boxing
* mesa dum
* stuff
* goodbye bad friend
* last commit before the big (4) rewrite
* adds datanodes
* kills yamlobjserializer in favor of the new system
* adds more serializers, actually implements them & removes most of the last of the old system
* changed yamlfieldattribute namespace
* adds back iselfserialize
* refactors consts&flags
* renames everything to data(field/definition)
* adds afterserialization
* help
* dataclassgen
* fuggen help me mannen
* Fix most errors on content
* Fix engine errors except map loader
* maploader & misc fix
* misc fixes
* thing
* help
* refactors datanodes
* help me mannen
* Separate ITypeSerializer into reader and writer
* Convert all type serializers
* priority
* adds alot
* il fixes
* adds robustgen
* argh
* adds array & enum serialization
* fixes dataclasses
* adds vec2i / misc fixes
* fixes inheritance
* a very notcursed todo
* fixes some custom dataclasses
* push dis
* Remove data classes
* boutta box
* yes
* Add angle and regex serializer tests
* Make TypeSerializerTest abstract
* sets up ioc etc
* remove pushinheritance
* fixes
* Merge fixes, fix yaml hot reloading
* General fixes2
* Make enum serialization ignore case
* Fix the tag not being copied in data nodes
* Fix not properly serializing flag enums
* Fix component serialization on startup
* Implement ValueDataNode ToString
* Serialization IL fixes, fix return and string equality
* Remove async from prototype manager
* Make serializing unsupported node as enum exception more descriptive
* Fix serv3 tryread casting to serializer instead of reader
* Add constructor for invalid node type exception
* Temporary fix for SERV3: Turn populate delegate into regular code
* Fix not copying the data of non primitive types
* Fix not using the data definition found in copying
* Make ISerializationHooks require explicit implementations
* Add test for serialization inheritance
* Improve IsOverridenIn method
* Fix error message when a data definition is null
* Add method to cast a read value in Serv3Manager
* Rename IServ3Manager to ISerializationManager
* Rename usages of serv3manager, add generic copy method
* Fix IL copy method lookup
* Rename old usages of serv3manager
* Add ITypeCopier
* resistance is futile
* we will conquer this codebase
* Add copy method to all serializers
* Make primitive mismatch error message more descriptive
* bing bong im going to freacking heck
* oopsie moment
* hello are you interested in my wares
* does generic serializers under new architecture
* Convert every non generic serializer to the new format, general fixes
* Update usgaes of generic serializers, cleanup
* does some pushinheritance logic
* finishes pushinheritance FRAMEWORK
* shed
* Add box2, color and component registry serializer tests
* Create more deserialized types and store prototypes with their deserialized results
* Fixes and serializer updates
* Add serialization manager extensions
* adds pushinheritance
* Update all prototypes to have a parent and have consistent id/parent properties
* Fix grammar component serialization
* Add generic serializer tests
* thonk
* Add array serializer test
* Replace logger warning calls with exceptions
* fixes
* Move redundant methods to serialization manager extensions, cleanup
* Add array serialization
* fixes context
* more fixes
* argh
* inheritance
* this should do it
* fixes
* adds copiers & fixes some stuff
* copiers use context v1
* finishing copy context
* more context fixes
* Test fixes
* funky maps
* Fix server user interface component serialization
* Fix value tuple serialization
* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings
* fixes
* fixes more stuff
* yes
* Make abstract/interface skips debugs instead of warnings
* Fix typo
* Make some dictionaries readonly
* Add checks for the serialization manager initializing and already being initialized
* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute
* copy by ref
* Fix exception wording
* Update data field required summary with the new forbidden docs
* Use extension in map loader
* wanna erp
* Change serializing to not use il temporarily
* Make writing work with nullable types
* pushing
* check
* cuddling slaps HARD
* Add serialization priority test
* important fix
* a serialization thing
* serializer moment
* Add validation for some type serializers
* adds context
* moar context
* fixes
* Do the thing for appearance
* yoo lmao
* push haha pp
* Temporarily make copy delegate regular c# code
* Create deserialized component registry to handle not inheriting conflicting references
* YAML LINTER BABY
* ayes
* Fix sprite component norot not being default true like in latest master
* Remove redundant todos
* Add summary doc to every ISerializationManager method
* icon fixes
* Add skip hook argument to readers and copiers
* Merge fixes
* Fix ordering of arguments in read and copy reflection call
* Fix user interface components deserialization
* pew pew
* i am going to HECK
* Add MustUseReturnValue to copy-over methods
* Make serialization log calls use the same sawmill
* gamin
* Fix doc errors in ISerializationManager.cs
* goodbye brave soldier
* fixes
* WIP merge fixes and entity serialization
* aaaaaaaaaaaaaaa
* aaaaaaaaaaaaaaa
* adds inheritancebehaviour
* test/datafield fixes
* forgot that one
* adds more verbose validation
* This fixes the YAML hot reloading
* Replace yield break with Enumerable.Empty
* adds copiers
* aaaaaaaaaaaaa
* array fix
priority fix
misc fixes
* fix(?)
* fix.
* funny map serialization (wip)
* funny map serialization (wip)
* Add TODO
* adds proper info the validation
* Make yaml linter 5 times faster (~80% less execution time)
* Improves the error message for missing fields in the linter
* Include component name in unknown component type error node
* adds alwaysrelevant usa
* fixes mapsaving
* moved surpressor to analyzers proj
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 2ee4cc2c26.
* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests
* Fix nullability warnings
* Improve yaml linter message feedback
* oops moment
* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct
* Remove try catch from enum parsing
* Make dependency management in serialization less bad
* Make dependencies an argument instead of a property on the serialization manager
* Clean up type serializers
* Improve validation messages and resourc epath checking
* Fix sprite error message
* reached perfection
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
540 lines
17 KiB
C#
540 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects
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{
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public partial interface IPhysicsComponent
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{
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/// <summary>
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/// Current mass of the entity in kilograms.
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/// </summary>
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float Mass { get; set; }
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/// <summary>
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/// Current momentum of the entity in kilogram meters per second
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/// </summary>
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Vector2 Momentum { get; set; }
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/// <summary>
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/// Apply an impulse to an entity. Velocity += impulse / InvMass.
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/// </summary>
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void ApplyImpulse(Vector2 impulse);
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/// <summary>
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/// The current status of the object
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/// </summary>
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BodyStatus Status { get; set; }
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/// <summary>
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/// Whether this component is on the ground
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/// </summary>
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bool OnGround { get; }
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/// <summary>
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/// Whether or not the entity is anchored in place.
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/// </summary>
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bool Anchored { get; set; }
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[Obsolete("Use AnchoredChangedMessage instead")]
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event Action? AnchoredChanged;
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bool Predict { get; set; }
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protected internal Dictionary<Type, VirtualController> Controllers { get; set; }
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/// <summary>
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/// Adds a controller of type <see cref="T"/> to this component, throwing
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/// an error if one already exists.
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/// </summary>
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/// <typeparam name="T">The controller type to add.</typeparam>
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/// <returns>The newly added controller.</returns>
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/// <exception cref="InvalidOperationException">
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/// Throws <see cref="InvalidOperationException"/> if a controller of type
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/// <see cref="T"/> already exists.
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/// </exception>
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T AddController<T>() where T : VirtualController, new();
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/// <summary>
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/// Adds a controller of type <see cref="T"/> to this component.
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/// </summary>
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/// <typeparam name="T">The controller type to add.</typeparam>
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/// <returns>The newly added controller.</returns>
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T SetController<T>() where T : VirtualController, new();
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/// <summary>
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/// Gets a controller of type <see cref="T"/> from this component.
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/// </summary>
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/// <typeparam name="T">The controller type to get.</typeparam>
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/// <returns>The existing controller.</returns>
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/// <exception cref="KeyNotFoundException">
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/// Throws <see cref="KeyNotFoundException"/> if no controller exists with
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/// type <see cref="T"/>.
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/// </exception>
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T GetController<T>() where T : VirtualController;
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/// <summary>
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/// Gets all the controllers from this component.
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/// </summary>
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/// <returns>An enumerable of the controllers.</returns>
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IEnumerable<VirtualController> GetControllers();
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/// <summary>
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/// Tries to get a controller of type <see cref="T"/> from this component.
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/// </summary>
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/// <param name="controller">The controller if found or null otherwise.</param>
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/// <typeparam name="T">The type of the controller to find.</typeparam>
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/// <returns>True if the controller was found, false otherwise.</returns>
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bool TryGetController<T>([NotNullWhen(true)] out T controller) where T : VirtualController;
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/// <summary>
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/// Checks if this component has a controller of type <see cref="T"/>.
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/// </summary>
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/// <typeparam name="T">The type of the controller to check.</typeparam>
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/// <returns>True if the controller exists, false otherwise.</returns>
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bool HasController<T>() where T : VirtualController;
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/// <summary>
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/// Convenience wrapper to implement "create controller if it does
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/// not already exist".
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/// Always gives you back a controller, and creates it if it does
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/// not exist yet.
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/// </summary>
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/// <typeparam name="T">The type of the controller to fetch or create.</typeparam>
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/// <returns>
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/// The existing controller, or the new controller if none existed yet.
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/// </returns>
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T EnsureController<T>() where T : VirtualController, new();
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/// <summary>
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/// Convenience wrapper to implement "create controller if it does
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/// not already exist".
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/// Always gives you back a controller, and creates it if it does
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/// not exist yet.
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/// </summary>
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/// <param name="controller">
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/// The existing controller, or the new controller if none existed yet.
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/// </param>
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/// <typeparam name="T">The type of the controller to fetch or create.</typeparam>
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/// <returns>
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/// True if the component already existed, false if it had to be created.
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/// </returns>
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bool EnsureController<T>(out T controller) where T : VirtualController, new();
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/// <summary>
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/// Removes the controller of type <see cref="T"/> if one exists.
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/// </summary>
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/// <typeparam name="T">The type of the controller to remove</typeparam>
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/// <returns>True if the component was removed, false otherwise.</returns>
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bool TryRemoveController<T>() where T : VirtualController;
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/// <summary>
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/// Removes the controller of type <see cref="T"/> if one exists,
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/// and if so returns it.
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/// </summary>
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/// <param name="controller">
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/// The controller if one was removed, null otherwise.
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/// </param>
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/// <typeparam name="T">The type of the controller to remove</typeparam>
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/// <returns>True if the component was removed, false otherwise.</returns>
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bool TryRemoveController<T>([NotNullWhen(true)] out T controller) where T : VirtualController;
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/// <summary>
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/// Removes all controllers from this component.
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/// </summary>
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void RemoveControllers();
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/// <summary>
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/// Tries to sets the linear velocity of all controllers controlling
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/// this component to zero.
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/// This does not short-circuit on the first controller that couldn't
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/// be stopped.
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/// </summary>
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/// <returns>True if all of the controllers were reset, false otherwise.</returns>
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bool Stop();
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/// <summary>
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/// Can this body be moved?
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/// </summary>
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/// <returns></returns>
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new bool CanMove();
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}
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partial class PhysicsComponent : IPhysicsComponent
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{
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[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
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[DataField("mass")]
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private float _mass = 1.0f;
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private float _angularMass = 1;
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private Vector2 _linVelocity;
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private float _angVelocity;
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private Dictionary<Type, VirtualController> _controllers = new();
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[DataField("anchored")]
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private bool _anchored = true;
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private float _friction = 1;
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/// <summary>
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/// Current mass of the entity in kilograms.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float Mass
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{
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get => _mass;
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set
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{
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_mass = value;
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Dirty();
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}
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}
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/// <summary>
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/// Inverse mass of the entity in kilograms (1 / Mass).
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/// </summary>
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public float InvMass
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{
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get => CanMove() ? Mass : 0.0f; // Infinite mass, hopefully you didn't fuck up physics anywhere.
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set => Mass = value > 0 ? 1f / value : 0f;
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}
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/// <summary>
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/// Moment of inertia, or angular mass, in kg * m^2.
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/// </summary>
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/// <remarks>
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/// https://en.wikipedia.org/wiki/Moment_of_inertia
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public float I
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{
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get => _angularMass;
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set
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{
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_angularMass = value;
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Dirty();
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}
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}
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/// <summary>
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/// Inverse moment of inertia (1 / I).
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/// </summary>
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public float InvI
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{
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get => I > 0 ? 1 / I : 0f;
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set => I = value > 0 ? 1 / value : 0f;
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}
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/// <summary>
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/// Current Force being applied to this entity in Newtons.
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/// </summary>
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/// <remarks>
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/// The force is applied to the center of mass.
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/// https://en.wikipedia.org/wiki/Force
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 Force { get; set; }
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/// <summary>
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/// Current torque being applied to this entity in N*m.
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/// </summary>
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/// <remarks>
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/// The torque rotates around the Z axis on the object.
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/// https://en.wikipedia.org/wiki/Torque
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public float Torque { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float Friction
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{
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get => _friction;
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set => _friction = value;
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}
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public void ApplyImpulse(Vector2 impulse)
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{
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LinearVelocity += impulse * InvMass;
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}
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/// <summary>
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/// Current linear velocity of the entity in meters per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 LinearVelocity
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{
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get => _linVelocity;
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set
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{
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if (value != Vector2.Zero)
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WakeBody();
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if (_linVelocity.EqualsApprox(value, 0.0001))
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return;
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_linVelocity = value;
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Dirty();
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}
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}
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/// <summary>
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/// Current angular velocity of the entity in radians per sec.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float AngularVelocity
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{
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get => _angVelocity;
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set
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{
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if (value != 0.0f)
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WakeBody();
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if (Math.Abs(_angVelocity - value) < 0.0001)
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return;
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_angVelocity = value;
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Dirty();
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}
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}
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/// <summary>
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/// Current momentum of the entity in kilogram meters per second
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 Momentum
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{
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get => LinearVelocity * Mass;
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set => LinearVelocity = value / Mass;
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}
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/// <summary>
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/// The current status of the object
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public BodyStatus Status
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{
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get => _status;
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set
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{
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if (_status == value)
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return;
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_status = value;
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Dirty();
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}
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}
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/// <summary>
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/// Whether this component is on the ground
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/// </summary>
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public bool OnGround => Status == BodyStatus.OnGround &&
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!IoCManager.Resolve<IPhysicsManager>()
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.IsWeightless(Owner.Transform.Coordinates);
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/// <summary>
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/// Whether or not the entity is anchored in place.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Anchored
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{
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get => _anchored;
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set
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{
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if (_anchored == value)
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return;
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_anchored = value;
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#pragma warning disable 618
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AnchoredChanged?.Invoke();
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#pragma warning restore 618
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SendMessage(new AnchoredChangedMessage(Anchored));
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Dirty();
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}
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}
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[Obsolete("Use AnchoredChangedMessage instead")]
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public event Action? AnchoredChanged;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Predict
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{
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get => _predict;
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set
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{
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if (_predict == value)
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return;
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_predict = value;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PhysicsUpdateMessage(this));
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}
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}
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private bool _predict;
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Dictionary<Type, VirtualController> IPhysicsComponent.Controllers
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{
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get => _controllers;
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set => _controllers = value;
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}
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/// <inheritdoc />
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public T AddController<T>() where T : VirtualController, new()
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{
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if (_controllers.ContainsKey(typeof(T)))
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{
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throw new InvalidOperationException($"A controller of type {typeof(T)} already exists.");
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}
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var controller = _dynamicTypeFactory.CreateInstance<T>();
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controller.ControlledComponent = this;
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_controllers[typeof(T)] = controller;
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Dirty();
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return controller;
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}
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/// <inheritdoc />
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public T SetController<T>() where T : VirtualController, new()
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{
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var controller = _dynamicTypeFactory.CreateInstance<T>();
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controller.ControlledComponent = this;
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_controllers[typeof(T)] = controller;
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Dirty();
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return controller;
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}
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/// <inheritdoc />
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public T GetController<T>() where T : VirtualController
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{
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return (T) _controllers[typeof(T)];
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}
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/// <inheritdoc />
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public IEnumerable<VirtualController> GetControllers()
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{
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return _controllers.Values;
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}
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/// <inheritdoc />
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public bool TryGetController<T>([NotNullWhen(true)] out T controller) where T : VirtualController
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{
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controller = null!;
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var found = _controllers.TryGetValue(typeof(T), out var value);
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return found && (controller = (value as T)!) != null;
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}
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/// <inheritdoc />
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public bool HasController<T>() where T : VirtualController
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{
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return _controllers.ContainsKey(typeof(T));
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}
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|
/// <inheritdoc />
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|
public T EnsureController<T>() where T : VirtualController, new()
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|
{
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|
if (TryGetController(out T controller))
|
|
{
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|
return controller;
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|
}
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|
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controller = AddController<T>();
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|
|
|
return controller;
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}
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|
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/// <inheritdoc />
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|
public bool EnsureController<T>(out T controller) where T : VirtualController, new()
|
|
{
|
|
if (TryGetController(out controller))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
controller = AddController<T>();
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|
return false;
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|
}
|
|
|
|
/// <inheritdoc />
|
|
public bool TryRemoveController<T>() where T : VirtualController
|
|
{
|
|
var removed = _controllers.Remove(typeof(T), out var controller);
|
|
|
|
if (controller != null)
|
|
{
|
|
controller.ControlledComponent = null;
|
|
}
|
|
|
|
Dirty();
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|
|
|
return removed;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public bool TryRemoveController<T>([NotNullWhen(true)] out T controller) where T : VirtualController
|
|
{
|
|
controller = null!;
|
|
var removed = _controllers.Remove(typeof(T), out var virtualController);
|
|
|
|
if (virtualController != null)
|
|
{
|
|
controller = (T) virtualController;
|
|
controller.ControlledComponent = null;
|
|
}
|
|
|
|
Dirty();
|
|
|
|
return removed;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public void RemoveControllers()
|
|
{
|
|
foreach (var controller in _controllers.Values)
|
|
{
|
|
controller.ControlledComponent = null;
|
|
}
|
|
|
|
_controllers.Clear();
|
|
Dirty();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public bool Stop()
|
|
{
|
|
var successful = true;
|
|
|
|
foreach (var controller in _controllers.Values)
|
|
{
|
|
successful &= controller.Stop();
|
|
}
|
|
|
|
return successful;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public bool CanMove()
|
|
{
|
|
return !Anchored && Mass > 0;
|
|
}
|
|
}
|
|
|
|
public class AnchoredChangedMessage : ComponentMessage
|
|
{
|
|
public readonly bool Anchored;
|
|
|
|
public AnchoredChangedMessage(bool anchored)
|
|
{
|
|
Anchored = anchored;
|
|
}
|
|
}
|
|
}
|