mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* MapInit v1, so people can criticize my code. * Map init v1. * Improve LocalPlayer to fix aghosting. * Fix map saving. * Map command improvements: Implement loadbp Made certain commands aware of uninitialized maps. * Adds IMapManager.GetAllGrids() * Add lsgrid and lsmap commands. * MetaData component serialization fixes. Serialize name and description default as null. Don't serialize prototype. * Explicit UID indices in map files. * Update map format doc again.
175 lines
5.4 KiB
C#
175 lines
5.4 KiB
C#
using System;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects
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{
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/// <summary>
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/// Serialized state of a <see cref="MetaDataComponent"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public class MetaDataComponentState : ComponentState
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{
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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public string Name { get; }
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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public string Description { get; }
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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public string PrototypeId { get; }
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/// <summary>
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/// Constructs a new instance of <see cref="MetaDataComponentState"/>.
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/// </summary>
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/// <param name="name">The in-game name of this entity.</param>
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/// <param name="description">The in-game description of this entity.</param>
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/// <param name="prototypeId">The prototype this entity was created from, if any.</param>
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public MetaDataComponentState(string name, string description, string prototypeId)
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: base(NetIDs.META_DATA)
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{
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Name = name;
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Description = description;
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PrototypeId = prototypeId;
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}
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}
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/// <summary>
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/// Contains meta data about this entity that isn't component specific.
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/// </summary>
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public interface IMetaDataComponent
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{
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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string EntityName { get; set; }
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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string EntityDescription { get; set; }
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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EntityPrototype EntityPrototype { get; set; }
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}
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/// <inheritdoc cref="IMetaDataComponent"/>
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internal class MetaDataComponent : Component, IMetaDataComponent
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{
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[Dependency] private readonly IPrototypeManager _prototypes;
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private string _entityName;
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private string _entityDescription;
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private EntityPrototype _entityPrototype;
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/// <inheritdoc />
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public override string Name => "MetaData";
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/// <inheritdoc />
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public override uint? NetID => NetIDs.META_DATA;
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/// <inheritdoc />
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public override Type StateType => typeof(MetaDataComponentState);
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityName
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{
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get
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{
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if (_entityName == null)
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return _entityPrototype != null ? _entityPrototype.Name : string.Empty;
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return _entityName;
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}
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set
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{
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var newValue = value;
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if (_entityPrototype != null && _entityPrototype.Name == newValue)
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newValue = null;
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if (_entityName == newValue)
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return;
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_entityName = newValue;
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Dirty();
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityDescription
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{
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get
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{
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if (_entityDescription == null)
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return _entityPrototype != null ? _entityPrototype.Description : string.Empty;
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return _entityDescription;
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}
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set
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{
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var newValue = value;
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if (_entityPrototype != null && _entityPrototype.Description == newValue)
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newValue = null;
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if(_entityDescription == newValue)
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return;
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_entityDescription = newValue;
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Dirty();
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}
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}
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/// <inheritdoc />
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[ViewVariables]
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public EntityPrototype EntityPrototype
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{
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get => _entityPrototype;
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set
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{
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_entityPrototype = value;
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Dirty();
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}
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}
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/// <inheritdoc />
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public override ComponentState GetComponentState()
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{
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return new MetaDataComponentState(_entityName, _entityDescription, EntityPrototype.ID);
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is MetaDataComponentState state))
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return;
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_entityName = state.Name;
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_entityDescription = state.Description;
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_entityPrototype = _prototypes.Index<EntityPrototype>(state.PrototypeId);
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}
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _entityName, "name", null);
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serializer.DataField(ref _entityDescription, "desc", null);
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//serializer.DataField(ref _entityPrototype, "proto", null,
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// s => _prototypes.Index<EntityPrototype>(s),
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// p => p.ID);
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}
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}
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}
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