NodeGroups are dirtied when one of the nodes' snapgrid position changes.
Adds method to add behavior to a node when its snapgrid position changes.
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@@ -16,7 +16,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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.GetAllComponents<TNetConnector>()
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.GetAllComponents<TNetConnector>()
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.Where(powerComp => (NodeGroupID) powerComp.Voltage == node.NodeGroupID)
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.Where(powerComp => (NodeGroupID) powerComp.Voltage == node.NodeGroupID)
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.ToList();
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.ToList();
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_netConnectorComponents.Add(node, newNetConnectorComponents);
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_netConnectorComponents[node] = newNetConnectorComponents;
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foreach (var netConnectorComponent in newNetConnectorComponents)
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foreach (var netConnectorComponent in newNetConnectorComponents)
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{
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{
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SetNetConnectorNet(netConnectorComponent);
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SetNetConnectorNet(netConnectorComponent);
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@@ -73,6 +73,10 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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}
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}
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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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public virtual void OnContainerShutdown()
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{
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{
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_deleting = true;
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_deleting = true;
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.NodeContainer;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -10,6 +11,22 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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{
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private readonly HashSet<INodeGroup> _dirtyNodeGroups = new();
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private readonly HashSet<INodeGroup> _dirtyNodeGroups = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NodeContainerComponent, SnapGridPositionChangedEvent>(OnSnapGridPositionChanged);
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}
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private void OnSnapGridPositionChanged(EntityUid uid, NodeContainerComponent component, SnapGridPositionChangedEvent args)
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{
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foreach (var node in component.Nodes.Values)
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{
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node.OnSnapGridMove();
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AddDirtyNodeGroup(node.NodeGroup);
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}
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}
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public void AddDirtyNodeGroup(INodeGroup nodeGroup)
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public void AddDirtyNodeGroup(INodeGroup nodeGroup)
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{
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{
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_dirtyNodeGroups.Add(nodeGroup);
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_dirtyNodeGroups.Add(nodeGroup);
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