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

View File

@@ -1,11 +1,8 @@
#nullable enable
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
@@ -26,20 +23,14 @@ namespace Content.Server.NodeContainer.Nodes
[DataField("nodeGroupID")]
public NodeGroupID NodeGroupID { get; private set; } = NodeGroupID.Default;
[ViewVariables]
public INodeGroup NodeGroup { get => _nodeGroup; set => SetNodeGroup(value); }
private INodeGroup _nodeGroup = BaseNodeGroup.NullGroup;
[ViewVariables] public INodeGroup? NodeGroup;
[ViewVariables]
public IEntity Owner { get; private set; } = default!;
[ViewVariables]
private bool _needsGroup = true;
[ViewVariables] public IEntity Owner { get; private set; } = default!;
/// <summary>
/// If this node should be considered for connection by other nodes.
/// </summary>
public bool Connectable => !_deleting && Anchored;
public bool Connectable => !Deleting && Anchored;
protected bool Anchored => !NeedAnchored || Owner.Transform.Anchored;
@@ -50,7 +41,15 @@ namespace Content.Server.NodeContainer.Nodes
/// <summary>
/// Prevents a node from being used by other nodes while midway through removal.
/// </summary>
private bool _deleting;
public bool Deleting;
public readonly HashSet<Node> ReachableNodes = new();
internal int FloodGen;
internal int UndirectGen;
internal bool FlaggedForFlood;
internal int NetId;
public string Name = default!;
public virtual void Initialize(IEntity owner)
{
@@ -59,20 +58,23 @@ namespace Content.Server.NodeContainer.Nodes
public virtual void OnContainerStartup()
{
TryAssignGroupIfNeeded();
CombineGroupWithReachable();
EntitySystem.Get<NodeGroupSystem>().QueueReflood(this);
}
public void CreateSingleNetImmediate()
{
EntitySystem.Get<NodeGroupSystem>().CreateSingleNetImmediate(this);
}
public void AnchorUpdate()
{
if (Anchored)
{
TryAssignGroupIfNeeded();
CombineGroupWithReachable();
EntitySystem.Get<NodeGroupSystem>().QueueReflood(this);
}
else
{
RemoveSelfFromGroup();
EntitySystem.Get<NodeGroupSystem>().QueueNodeRemove(this);
}
}
@@ -80,107 +82,21 @@ namespace Content.Server.NodeContainer.Nodes
{
}
public virtual void OnPostRebuild()
{
}
public virtual void OnContainerShutdown()
{
_deleting = true;
NodeGroup.RemoveNode(this);
}
public bool TryAssignGroupIfNeeded()
{
if (!_needsGroup || !Connectable)
{
return false;
}
NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
return true;
}
public void SpreadGroup()
{
Debug.Assert(!_needsGroup);
foreach (var node in GetReachableCompatibleNodes())
{
if (node._needsGroup)
{
node.NodeGroup = NodeGroup;
node.SpreadGroup();
}
}
}
public void ClearNodeGroup()
{
_nodeGroup = BaseNodeGroup.NullGroup;
_needsGroup = true;
}
protected void RefreshNodeGroup()
{
RemoveSelfFromGroup();
TryAssignGroupIfNeeded();
CombineGroupWithReachable();
Deleting = true;
EntitySystem.Get<NodeGroupSystem>().QueueNodeRemove(this);
}
/// <summary>
/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
/// </summary>
protected abstract IEnumerable<Node> GetReachableNodes();
private IEnumerable<Node> GetReachableCompatibleNodes()
{
foreach (var node in GetReachableNodes())
{
if (node.NodeGroupID == NodeGroupID && node.Connectable)
{
yield return node;
}
}
}
private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
{
foreach (var node in GetReachableCompatibleNodes())
{
if (!node._needsGroup)
{
var group = node.NodeGroup;
if (group != NodeGroup)
{
yield return group;
}
}
}
}
private void CombineGroupWithReachable()
{
if (_needsGroup || !Connectable)
return;
foreach (var group in GetReachableCompatibleGroups())
{
NodeGroup.CombineGroup(group);
}
}
private void SetNodeGroup(INodeGroup newGroup)
{
_nodeGroup = newGroup;
NodeGroup.AddNode(this);
_needsGroup = false;
}
private INodeGroup MakeNewGroup()
{
return IoCManager.Resolve<INodeGroupFactory>().MakeNodeGroup(this);
}
private void RemoveSelfFromGroup()
{
NodeGroup.RemoveNode(this);
ClearNodeGroup();
}
public abstract IEnumerable<Node> GetReachableNodes();
}
}