Pow3r: stage 1 (#4208)

Co-authored-by: 20kdc <asdd2808@gmail.com>
This commit is contained in:
Pieter-Jan Briers
2021-07-04 18:11:52 +02:00
committed by GitHub
parent ea60a81fdf
commit 103bc19508
212 changed files with 8584 additions and 4426 deletions

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#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.ViewVariables;
namespace Content.Server.NodeContainer.NodeGroups
{
/// <summary>
/// Maintains a collection of <see cref="Node"/>s, and performs operations requiring a list of
/// all connected <see cref="Node"/>s.
/// </summary>
public interface INodeGroup
{
bool Remaking { get; }
IReadOnlyList<Node> Nodes { get; }
void Create(NodeGroupID groupId);
void Initialize(Node sourceNode);
void RemoveNode(Node node);
void LoadNodes(List<Node> groupNodes);
// In theory, the SS13 curse ensures this method will never be called.
void AfterRemake(IEnumerable<IGrouping<INodeGroup?, Node>> newGroups);
// TODO: Why is this method needed?
void QueueRemake();
}
[NodeGroup(NodeGroupID.Default, NodeGroupID.WireNet)]
public class BaseNodeGroup : INodeGroup
{
public bool Remaking { get; set; }
IReadOnlyList<Node> INodeGroup.Nodes => Nodes;
[ViewVariables] public readonly List<Node> Nodes = new();
[ViewVariables] public int NodeCount => Nodes.Count;
/// <summary>
/// Debug variable to indicate that this NodeGroup should not be being used by anything.
/// </summary>
[ViewVariables]
public bool Removed { get; set; } = false;
[ViewVariables]
protected GridId GridId { get; private set; }
[ViewVariables]
public int NetId;
[ViewVariables]
public NodeGroupID GroupId { get; private set; }
public void Create(NodeGroupID groupId)
{
GroupId = groupId;
}
public virtual void Initialize(Node sourceNode)
{
// TODO: Can we get rid of this GridId?
GridId = sourceNode.Owner.Transform.GridID;
}
public virtual void RemoveNode(Node node)
{
}
public virtual void LoadNodes(
List<Node> groupNodes)
{
Nodes.AddRange(groupNodes);
}
public virtual void AfterRemake(IEnumerable<IGrouping<INodeGroup?, Node>> newGroups) { }
public void QueueRemake()
{
EntitySystem.Get<NodeGroupSystem>().QueueRemakeGroup(this);
}
}
}