@@ -0,0 +1,25 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.GameObjects.Components.Transform;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="Node"/> that can reach other <see cref="AdjacentNode"/>s that are directly adjacent to it.
|
||||
/// </summary>
|
||||
[Node("AdjacentNode")]
|
||||
public class AdjacentNode : Node
|
||||
{
|
||||
protected override IEnumerable<Node> GetReachableNodes()
|
||||
{
|
||||
return Owner.GetComponent<SnapGridComponent>()
|
||||
.GetCardinalNeighborCells()
|
||||
.SelectMany(sgc => sgc.GetLocal())
|
||||
.Select(entity => entity.TryGetComponent<NodeContainerComponent>(out var container) ? container : null)
|
||||
.Where(container => container != null)
|
||||
.SelectMany(container => container.Nodes)
|
||||
.Where(node => node != null && node != this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,131 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
/// <summary>
|
||||
/// Organizes themselves into distinct <see cref="INodeGroup"/>s with other <see cref="Node"/>s
|
||||
/// that they can "reach" and have the same <see cref="Node.NodeGroupID"/>.
|
||||
/// </summary>
|
||||
public abstract class Node
|
||||
{
|
||||
/// <summary>
|
||||
/// An ID used as a criteria for combining into groups. Determines which <see cref="INodeGroup"/>
|
||||
/// implementation is used as a group, detailed in <see cref="INodeGroupFactory"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public NodeGroupID NodeGroupID { get; private set; }
|
||||
|
||||
[ViewVariables]
|
||||
public INodeGroup NodeGroup { get => _nodeGroup; set => SetNodeGroup(value); }
|
||||
private INodeGroup _nodeGroup = BaseNodeGroup.NullGroup;
|
||||
|
||||
[ViewVariables]
|
||||
public IEntity Owner { get; private set; }
|
||||
|
||||
private bool _needsGroup = true;
|
||||
|
||||
private bool _deleting = false;
|
||||
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly INodeGroupFactory _nodeGroupFactory;
|
||||
#pragma warning restore 649
|
||||
|
||||
public void Initialize(NodeGroupID nodeGroupID, IEntity owner)
|
||||
{
|
||||
NodeGroupID = nodeGroupID;
|
||||
Owner = owner;
|
||||
}
|
||||
|
||||
public void OnContainerInitialize()
|
||||
{
|
||||
TryAssignGroupIfNeeded();
|
||||
CombineGroupWithReachable();
|
||||
}
|
||||
|
||||
public void OnContainerRemove()
|
||||
{
|
||||
_deleting = true;
|
||||
NodeGroup.RemoveNode(this);
|
||||
}
|
||||
|
||||
public bool TryAssignGroupIfNeeded()
|
||||
{
|
||||
if (!_needsGroup)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void StartSpreadingGroup()
|
||||
{
|
||||
NodeGroup.BeforeRemakeSpread();
|
||||
SpreadGroup();
|
||||
NodeGroup.AfterRemakeSpread();
|
||||
}
|
||||
|
||||
public void SpreadGroup()
|
||||
{
|
||||
Debug.Assert(!_needsGroup);
|
||||
foreach (var node in GetReachableCompatibleNodes().Where(node => node._needsGroup == true))
|
||||
{
|
||||
node.NodeGroup = NodeGroup;
|
||||
node.SpreadGroup();
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearNodeGroup()
|
||||
{
|
||||
_nodeGroup = BaseNodeGroup.NullGroup;
|
||||
_needsGroup = true;
|
||||
}
|
||||
|
||||
/// <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()
|
||||
{
|
||||
return GetReachableNodes().Where(node => node.NodeGroupID == NodeGroupID)
|
||||
.Where(node => node._deleting == false);
|
||||
}
|
||||
|
||||
private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
|
||||
{
|
||||
return GetReachableCompatibleNodes().Where(node => node._needsGroup == false)
|
||||
.Select(node => node.NodeGroup)
|
||||
.Where(group => group != NodeGroup);
|
||||
}
|
||||
|
||||
private void CombineGroupWithReachable()
|
||||
{
|
||||
Debug.Assert(!_needsGroup);
|
||||
foreach (var group in GetReachableCompatibleGroups())
|
||||
{
|
||||
NodeGroup.CombineGroup(group);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetNodeGroup(INodeGroup newGroup)
|
||||
{
|
||||
_nodeGroup = newGroup;
|
||||
NodeGroup.AddNode(this);
|
||||
_needsGroup = false;
|
||||
}
|
||||
|
||||
private INodeGroup MakeNewGroup()
|
||||
{
|
||||
return _nodeGroupFactory.MakeNodeGroup(NodeGroupID);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
/// <summary>
|
||||
/// Associates a <see cref="Node"/> implementation with a string. This is used
|
||||
/// to specify an <see cref="Node"/>'s strategy in yaml. Used by <see cref="INodeFactory"/>.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
|
||||
public class
|
||||
NodeAttribute : Attribute
|
||||
{
|
||||
public string Name { get; }
|
||||
|
||||
public NodeAttribute(string name)
|
||||
{
|
||||
Name = name;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Reflection;
|
||||
using Robust.Shared.IoC;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
public interface INodeFactory
|
||||
{
|
||||
/// <summary>
|
||||
/// Performs reflection to associate <see cref="Node"/> implementations with the
|
||||
/// string specified in their <see cref="NodeAttribute"/>.
|
||||
/// </summary>
|
||||
void Initialize();
|
||||
|
||||
/// <summary>
|
||||
/// Returns a new <see cref="Node"/> instance.
|
||||
/// </summary>
|
||||
Node MakeNode(string nodeName, NodeGroupID groupID, IEntity owner);
|
||||
}
|
||||
|
||||
public class NodeFactory : INodeFactory
|
||||
{
|
||||
private readonly Dictionary<string, Type> _groupTypes = new Dictionary<string, Type>();
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IReflectionManager _reflectionManager;
|
||||
[Dependency] private readonly IDynamicTypeFactory _typeFactory;
|
||||
#pragma warning restore 649
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
var nodeTypes = _reflectionManager.GetAllChildren<Node>();
|
||||
foreach (var nodeType in nodeTypes)
|
||||
{
|
||||
var att = nodeType.GetCustomAttribute<NodeAttribute>();
|
||||
if (att != null)
|
||||
{
|
||||
_groupTypes.Add(att.Name, nodeType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Node MakeNode(string nodeName, NodeGroupID groupID, IEntity owner)
|
||||
{
|
||||
if (_groupTypes.TryGetValue(nodeName, out var type))
|
||||
{
|
||||
var newNode = _typeFactory.CreateInstance<Node>(type);
|
||||
newNode.Initialize(groupID, owner);
|
||||
return newNode;
|
||||
}
|
||||
throw new ArgumentException($"{nodeName} did not have an associated {nameof(Node)}.");
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user