Re-organize all projects (#4166)
This commit is contained in:
41
Content.Server/NodeContainer/Nodes/AdjacentNode.cs
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41
Content.Server/NodeContainer/Nodes/AdjacentNode.cs
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@@ -0,0 +1,41 @@
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#nullable enable
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using System.Collections.Generic;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.NodeContainer.Nodes
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{
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/// <summary>
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/// A <see cref="Node"/> that can reach other <see cref="AdjacentNode"/>s that are directly adjacent to it.
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/// </summary>
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[DataDefinition]
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public class AdjacentNode : Node
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{
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protected override IEnumerable<Node> GetReachableNodes()
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{
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if (!Owner.Transform.Anchored)
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yield break;
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var grid = IoCManager.Resolve<IMapManager>().GetGrid(Owner.Transform.GridID);
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var coords = Owner.Transform.Coordinates;
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foreach (var cell in grid.GetCardinalNeighborCells(coords))
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{
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foreach (var entity in grid.GetLocal(Owner.EntityManager.GetEntity(cell).Transform.Coordinates))
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{
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if (!Owner.EntityManager.GetEntity(entity).TryGetComponent<NodeContainerComponent>(out var container))
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continue;
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foreach (var node in container.Nodes.Values)
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{
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if (node != null && node != this)
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{
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yield return node;
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}
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}
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}
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}
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}
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}
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}
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16
Content.Server/NodeContainer/Nodes/IRotatableNode.cs
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16
Content.Server/NodeContainer/Nodes/IRotatableNode.cs
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@@ -0,0 +1,16 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.NodeContainer.Nodes
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{
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/// <summary>
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/// A <see cref="Node"/> that implements this will have its <see cref="RotateEvent(RotateEvent)"/> called when its
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/// <see cref="NodeContainerComponent"/> is rotated.
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/// </summary>
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public interface IRotatableNode
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{
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/// <summary>
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/// Rotates this <see cref="Node"/>.
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/// </summary>
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void RotateEvent(RotateEvent ev);
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}
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}
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182
Content.Server/NodeContainer/Nodes/Node.cs
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182
Content.Server/NodeContainer/Nodes/Node.cs
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@@ -0,0 +1,182 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Content.Server.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.NodeContainer.Nodes
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{
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/// <summary>
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/// Organizes themselves into distinct <see cref="INodeGroup"/>s with other <see cref="Node"/>s
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/// that they can "reach" and have the same <see cref="Node.NodeGroupID"/>.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract class Node
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{
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/// <summary>
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/// An ID used as a criteria for combining into groups. Determines which <see cref="INodeGroup"/>
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/// implementation is used as a group, detailed in <see cref="INodeGroupFactory"/>.
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/// </summary>
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[ViewVariables]
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[DataField("nodeGroupID")]
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public NodeGroupID NodeGroupID { get; private set; } = NodeGroupID.Default;
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[ViewVariables]
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public INodeGroup NodeGroup { get => _nodeGroup; set => SetNodeGroup(value); }
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private INodeGroup _nodeGroup = BaseNodeGroup.NullGroup;
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[ViewVariables]
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public IEntity Owner { get; private set; } = default!;
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[ViewVariables]
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private bool _needsGroup = true;
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/// <summary>
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/// If this node should be considered for connection by other nodes.
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/// </summary>
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public bool Connectable => !_deleting && Anchored;
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private bool Anchored => !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
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/// <summary>
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/// Prevents a node from being used by other nodes while midway through removal.
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/// </summary>
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private bool _deleting;
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public virtual void Initialize(IEntity owner)
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{
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Owner = owner;
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}
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public virtual void OnContainerStartup()
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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public void AnchorUpdate()
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{
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if (Anchored)
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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else
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{
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RemoveSelfFromGroup();
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}
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}
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public virtual void OnSnapGridMove()
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{
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}
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public virtual void OnContainerShutdown()
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{
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_deleting = true;
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NodeGroup.RemoveNode(this);
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}
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public bool TryAssignGroupIfNeeded()
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{
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if (!_needsGroup || !Connectable)
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{
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return false;
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}
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NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
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return true;
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}
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public void SpreadGroup()
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{
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Debug.Assert(!_needsGroup);
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foreach (var node in GetReachableCompatibleNodes())
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{
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if (node._needsGroup)
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{
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node.NodeGroup = NodeGroup;
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node.SpreadGroup();
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}
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}
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}
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public void ClearNodeGroup()
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{
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_nodeGroup = BaseNodeGroup.NullGroup;
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_needsGroup = true;
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}
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protected void RefreshNodeGroup()
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{
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RemoveSelfFromGroup();
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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/// <summary>
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/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
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/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
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/// </summary>
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protected abstract IEnumerable<Node> GetReachableNodes();
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private IEnumerable<Node> GetReachableCompatibleNodes()
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{
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foreach (var node in GetReachableNodes())
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{
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if (node.NodeGroupID == NodeGroupID && node.Connectable)
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{
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yield return node;
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}
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}
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}
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private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
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{
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foreach (var node in GetReachableCompatibleNodes())
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{
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if (!node._needsGroup)
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{
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var group = node.NodeGroup;
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if (group != NodeGroup)
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{
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yield return group;
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}
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}
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}
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}
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private void CombineGroupWithReachable()
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{
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if (_needsGroup || !Connectable)
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return;
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foreach (var group in GetReachableCompatibleGroups())
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{
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NodeGroup.CombineGroup(group);
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}
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}
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private void SetNodeGroup(INodeGroup newGroup)
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{
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_nodeGroup = newGroup;
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NodeGroup.AddNode(this);
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_needsGroup = false;
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}
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private INodeGroup MakeNewGroup()
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{
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return IoCManager.Resolve<INodeGroupFactory>().MakeNodeGroup(this);
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}
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private void RemoveSelfFromGroup()
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{
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NodeGroup.RemoveNode(this);
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ClearNodeGroup();
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}
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}
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}
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291
Content.Server/NodeContainer/Nodes/PipeNode.cs
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291
Content.Server/NodeContainer/Nodes/PipeNode.cs
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@@ -0,0 +1,291 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.Atmos;
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using Content.Server.Interfaces;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Shared.GameObjects.Components.Atmos;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.NodeContainer.Nodes
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{
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/// <summary>
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/// Connects with other <see cref="PipeNode"/>s whose <see cref="PipeDirection"/>
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/// correctly correspond.
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/// </summary>
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[DataDefinition]
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public class PipeNode : Node, IGasMixtureHolder, IRotatableNode
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{
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/// <summary>
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/// Modifies the <see cref="PipeDirection"/> of this pipe, and ensures the sprite is correctly rotated.
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/// This is a property for the sake of calling the method via ViewVariables.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public PipeDirection SetPipeDirectionAndSprite { get => PipeDirection; set => AdjustPipeDirectionAndSprite(value); }
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/// <summary>
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/// The directions in which this pipe can connect to other pipes around it.
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/// Used to check if this pipe can connect to another pipe in a given direction.
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/// </summary>
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[ViewVariables]
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[DataField("pipeDirection")]
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public PipeDirection PipeDirection { get; private set; }
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/// <summary>
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/// The directions in which this node is connected to other nodes.
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/// Used by <see cref="PipeVisualState"/>.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private PipeDirection ConnectedDirections { get => _connectedDirections; set { _connectedDirections = value; UpdateAppearance(); } }
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private PipeDirection _connectedDirections;
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/// <summary>
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/// The <see cref="IPipeNet"/> this pipe is a part of. Set to <see cref="PipeNet.NullNet"/> when not in an <see cref="IPipeNet"/>.
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/// </summary>
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[ViewVariables]
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private IPipeNet _pipeNet = PipeNet.NullNet;
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/// <summary>
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/// If <see cref="_pipeNet"/> is set to <see cref="PipeNet.NullNet"/>.
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/// When true, this pipe may be storing gas in <see cref="LocalAir"/>.
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/// </summary>
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[ViewVariables]
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private bool _needsPipeNet = true;
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/// <summary>
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/// Prevents rotation events from re-calculating the <see cref="IPipeNet"/>.
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/// Used while rotating the sprite to the correct orientation while not affecting the pipe.
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/// </summary>
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private bool IgnoreRotation { get; set; }
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/// <summary>
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/// The gases in this pipe.
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/// </summary>
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[ViewVariables]
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public GasMixture Air
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{
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get => _needsPipeNet ? LocalAir : _pipeNet.Air;
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set
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{
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if (_needsPipeNet)
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LocalAir = value;
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else
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_pipeNet.Air = value;
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}
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}
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/// <summary>
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/// Stores gas in this pipe when disconnected from a <see cref="IPipeNet"/>.
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/// Only for usage by <see cref="IPipeNet"/>s.
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/// </summary>
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[ViewVariables]
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[DataField("gasMixture")]
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public GasMixture LocalAir { get; set; } = new(DefaultVolume);
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[ViewVariables]
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public float Volume => LocalAir.Volume;
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||||
private AppearanceComponent? _appearance;
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||||
private const float DefaultVolume = 1;
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public override void Initialize(IEntity owner)
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{
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||||
base.Initialize(owner);
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Owner.TryGetComponent(out _appearance);
|
||||
}
|
||||
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||||
public override void OnContainerStartup()
|
||||
{
|
||||
base.OnContainerStartup();
|
||||
OnConnectedDirectionsNeedsUpdating();
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||||
UpdateAppearance();
|
||||
}
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||||
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||||
public override void OnContainerShutdown()
|
||||
{
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base.OnContainerShutdown();
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||||
UpdateAdjacentConnectedDirections();
|
||||
}
|
||||
|
||||
public void JoinPipeNet(IPipeNet pipeNet)
|
||||
{
|
||||
_pipeNet = pipeNet;
|
||||
_needsPipeNet = false;
|
||||
}
|
||||
|
||||
public void ClearPipeNet()
|
||||
{
|
||||
_pipeNet = PipeNet.NullNet;
|
||||
_needsPipeNet = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates the <see cref="PipeDirection"/> when the entity is rotated, and re-calculates the <see cref="IPipeNet"/>.
|
||||
/// </summary>
|
||||
void IRotatableNode.RotateEvent(RotateEvent ev)
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||||
{
|
||||
if (IgnoreRotation)
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||||
return;
|
||||
|
||||
var diff = ev.NewRotation - ev.OldRotation;
|
||||
PipeDirection = PipeDirection.RotatePipeDirection(diff);
|
||||
RefreshNodeGroup();
|
||||
OnConnectedDirectionsNeedsUpdating();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
protected override IEnumerable<Node> GetReachableNodes()
|
||||
{
|
||||
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
|
||||
{
|
||||
var pipeDir = (PipeDirection) (1 << i);
|
||||
|
||||
if (!PipeDirection.HasDirection(pipeDir))
|
||||
continue;
|
||||
|
||||
foreach (var pipe in LinkableNodesInDirection(pipeDir))
|
||||
yield return pipe;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the pipes that can connect to us from entities on the tile adjacent in a direction.
|
||||
/// </summary>
|
||||
private IEnumerable<PipeNode> LinkableNodesInDirection(PipeDirection pipeDir)
|
||||
{
|
||||
foreach (var pipe in PipesInDirection(pipeDir))
|
||||
{
|
||||
if (pipe.PipeDirection.HasDirection(pipeDir.GetOpposite()))
|
||||
yield return pipe;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the pipes from entities on the tile adjacent in a direction.
|
||||
/// </summary>
|
||||
private IEnumerable<PipeNode> PipesInDirection(PipeDirection pipeDir)
|
||||
{
|
||||
if (!Owner.Transform.Anchored)
|
||||
yield break;
|
||||
|
||||
var grid = IoCManager.Resolve<IMapManager>().GetGrid(Owner.Transform.GridID);
|
||||
var position = Owner.Transform.Coordinates;
|
||||
foreach (var entity in grid.GetInDir(position, pipeDir.ToDirection()))
|
||||
{
|
||||
if (!Owner.EntityManager.ComponentManager.TryGetComponent<NodeContainerComponent>(entity, out var container))
|
||||
continue;
|
||||
|
||||
foreach (var node in container.Nodes.Values)
|
||||
{
|
||||
if (node is PipeNode pipe)
|
||||
yield return pipe;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the <see cref="ConnectedDirections"/> of this and all sorrounding pipes.
|
||||
/// </summary>
|
||||
private void OnConnectedDirectionsNeedsUpdating()
|
||||
{
|
||||
UpdateConnectedDirections();
|
||||
UpdateAdjacentConnectedDirections();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks what directions there are connectable pipes in, to update <see cref="ConnectedDirections"/>.
|
||||
/// </summary>
|
||||
private void UpdateConnectedDirections()
|
||||
{
|
||||
ConnectedDirections = PipeDirection.None;
|
||||
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
|
||||
{
|
||||
var pipeDir = (PipeDirection) (1 << i);
|
||||
|
||||
if (!PipeDirection.HasDirection(pipeDir))
|
||||
continue;
|
||||
|
||||
foreach (var pipe in LinkableNodesInDirection(pipeDir))
|
||||
{
|
||||
if (pipe.Connectable && pipe.NodeGroupID == NodeGroupID)
|
||||
{
|
||||
ConnectedDirections |= pipeDir;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calls <see cref="UpdateConnectedDirections"/> on all adjacent pipes,
|
||||
/// to update their <see cref="ConnectedDirections"/> when this pipe is changed.
|
||||
/// </summary>
|
||||
private void UpdateAdjacentConnectedDirections()
|
||||
{
|
||||
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
|
||||
{
|
||||
var pipeDir = (PipeDirection) (1 << i);
|
||||
foreach (var pipe in LinkableNodesInDirection(pipeDir))
|
||||
pipe.UpdateConnectedDirections();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the <see cref="AppearanceComponent"/>.
|
||||
/// Gets the combined <see cref="ConnectedDirections"/> of every pipe on this entity, so the visualizer on this entity can draw the pipe connections.
|
||||
/// </summary>
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
var netConnectedDirections = PipeDirection.None;
|
||||
if (Owner.TryGetComponent<NodeContainerComponent>(out var container))
|
||||
{
|
||||
foreach (var node in container.Nodes.Values)
|
||||
{
|
||||
if (node is PipeNode pipe)
|
||||
{
|
||||
netConnectedDirections |= pipe.ConnectedDirections;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_appearance?.SetData(PipeVisuals.VisualState, new PipeVisualState(PipeDirection.PipeDirectionToPipeShape(), netConnectedDirections));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the directions of this pipe while ensuring the sprite is correctly rotated.
|
||||
/// </summary>
|
||||
public void AdjustPipeDirectionAndSprite(PipeDirection newDir)
|
||||
{
|
||||
IgnoreRotation = true;
|
||||
|
||||
var baseDir = newDir.PipeDirectionToPipeShape().ToBaseDirection();
|
||||
|
||||
var newAngle = Angle.FromDegrees(0);
|
||||
|
||||
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
|
||||
{
|
||||
var pipeDir = (PipeDirection) (1 << i);
|
||||
var angle = pipeDir.ToAngle();
|
||||
if (baseDir.RotatePipeDirection(angle) == newDir) //finds what angle the entity needs to be rotated from the base to be set to the correct direction
|
||||
{
|
||||
newAngle = angle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Owner.Transform.LocalRotation = newAngle; //rotate the entity so the sprite's new state will be of the correct direction
|
||||
PipeDirection = newDir;
|
||||
|
||||
RefreshNodeGroup();
|
||||
OnConnectedDirectionsNeedsUpdating();
|
||||
UpdateAppearance();
|
||||
IgnoreRotation = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user