Atmos pipe rework (#3833)
* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
This commit is contained in:
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parent
cfc3f2e7fc
commit
a2b737d945
@@ -2,17 +2,19 @@
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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;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Shared.GameObjects.Components.Atmos;
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using Content.Server.NodeContainer.Nodes;
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using Content.Shared.Atmos;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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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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namespace Content.Server.GameObjects.Components.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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@@ -21,12 +23,7 @@ namespace Content.Server.NodeContainer.Nodes
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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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private PipeDirection _connectedDirections;
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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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@@ -36,13 +33,41 @@ namespace Content.Server.NodeContainer.Nodes
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[DataField("pipeDirection")]
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public PipeDirection PipeDirection { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("connectToContainedEntities")]
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public bool ConnectToContainedEntities { get; set; } = false;
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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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public PipeDirection ConnectedDirections
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{
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get => _connectedDirections;
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private set
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{
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_connectedDirections = value;
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UpdateAppearance();
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}
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}
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/// <summary>
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/// Whether this node can connect to others or not.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ConnectionsEnabled
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{
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get => _connectionsEnabled;
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set
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{
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_connectionsEnabled = value;
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RefreshNodeGroup();
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}
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}
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[DataField("rotationsEnabled")]
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public bool RotationsEnabled { get; set; } = true;
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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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@@ -50,18 +75,15 @@ namespace Content.Server.NodeContainer.Nodes
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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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[DataField("connectionsEnabled")]
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private bool _connectionsEnabled = 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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/// Whether to ignore the pipenet and return the environment's air.
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/// </summary>
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private bool IgnoreRotation { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("environmentalAir")]
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public bool EnvironmentalAir { get; set; } = false;
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/// <summary>
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/// The gases in this pipe.
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@@ -69,42 +91,32 @@ namespace Content.Server.NodeContainer.Nodes
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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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get => !EnvironmentalAir ? _pipeNet.Air : Owner.Transform.Coordinates.GetTileAir() ?? GasMixture.SpaceGas;
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set => _pipeNet.Air = value;
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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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public void AssumeAir(GasMixture giver)
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{
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base.Initialize(owner);
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Owner.TryGetComponent(out _appearance);
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if (EnvironmentalAir)
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{
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var tileAtmosphere = Owner.Transform.Coordinates.GetTileAtmosphere();
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tileAtmosphere?.AssumeAir(giver);
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return;
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}
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_pipeNet.Air.Merge(giver);
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}
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[ViewVariables]
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[DataField("volume")]
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public float Volume { get; set; } = DefaultVolume;
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private const float DefaultVolume = 200f;
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public override void OnContainerStartup()
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{
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base.OnContainerStartup();
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OnConnectedDirectionsNeedsUpdating();
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UpdateAppearance();
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}
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public override void OnContainerShutdown()
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@@ -113,16 +125,21 @@ namespace Content.Server.NodeContainer.Nodes
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UpdateAdjacentConnectedDirections();
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}
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public override void OnSnapGridMove()
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{
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OnConnectedDirectionsNeedsUpdating();
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}
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public void JoinPipeNet(IPipeNet pipeNet)
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{
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_pipeNet = pipeNet;
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_needsPipeNet = false;
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OnConnectedDirectionsNeedsUpdating();
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}
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public void ClearPipeNet()
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{
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_pipeNet = PipeNet.NullNet;
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_needsPipeNet = true;
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OnConnectedDirectionsNeedsUpdating();
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}
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/// <summary>
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@@ -130,9 +147,7 @@ namespace Content.Server.NodeContainer.Nodes
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/// </summary>
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void IRotatableNode.RotateEvent(RotateEvent ev)
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{
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if (IgnoreRotation)
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return;
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if (!RotationsEnabled) return;
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var diff = ev.NewRotation - ev.OldRotation;
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PipeDirection = PipeDirection.RotatePipeDirection(diff);
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RefreshNodeGroup();
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@@ -142,7 +157,7 @@ namespace Content.Server.NodeContainer.Nodes
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protected override IEnumerable<Node> GetReachableNodes()
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{
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for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
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for (var i = 0; i < PipeDirectionHelpers.AllPipeDirections; i++)
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{
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var pipeDir = (PipeDirection) (1 << i);
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@@ -150,18 +165,52 @@ namespace Content.Server.NodeContainer.Nodes
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continue;
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foreach (var pipe in LinkableNodesInDirection(pipeDir))
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{
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yield return pipe;
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}
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}
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if (!ConnectionsEnabled || !ConnectToContainedEntities || !Owner.TryGetComponent(out ContainerManagerComponent? containerManager))
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yield break;
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// TODO ATMOS Kill it with fire.
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foreach (var container in containerManager.GetAllContainers())
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{
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foreach (var entity in container.ContainedEntities)
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{
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if (!entity.TryGetComponent(out NodeContainerComponent? nodeContainer))
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continue;
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foreach (var node in nodeContainer.Nodes.Values)
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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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/// <summary>
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/// Gets the pipes that can connect to us from entities on the tile adjacent in a direction.
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/// Gets the pipes that can connect to us from entities on the tile or adjacent in a direction.
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/// </summary>
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private IEnumerable<PipeNode> LinkableNodesInDirection(PipeDirection pipeDir)
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{
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if (!Anchored)
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yield break;
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if (pipeDir is PipeDirection.Port or PipeDirection.Connector)
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{
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foreach (var pipe in PipesInTile())
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{
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if (pipe.Anchored && pipe.ConnectionsEnabled && pipe.PipeDirection.HasDirection(pipeDir.GetOpposite()))
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yield return pipe;
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}
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yield break;
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}
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foreach (var pipe in PipesInDirection(pipeDir))
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{
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if (pipe.PipeDirection.HasDirection(pipeDir.GetOpposite()))
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if (pipe.ConnectionsEnabled && pipe.PipeDirection.HasDirection(pipeDir.GetOpposite()))
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yield return pipe;
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}
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}
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@@ -189,6 +238,29 @@ namespace Content.Server.NodeContainer.Nodes
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}
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}
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/// <summary>
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/// Gets the pipes from entities on the tile adjacent in a direction.
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/// </summary>
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private IEnumerable<PipeNode> PipesInTile()
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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 position = Owner.Transform.Coordinates;
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foreach (var entity in grid.GetLocal(position))
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{
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if (!Owner.EntityManager.ComponentManager.TryGetComponent<NodeContainerComponent>(entity, 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 is PipeNode pipe)
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yield return pipe;
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}
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}
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}
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/// <summary>
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/// Updates the <see cref="ConnectedDirections"/> of this and all sorrounding pipes.
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/// </summary>
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@@ -196,6 +268,7 @@ namespace Content.Server.NodeContainer.Nodes
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{
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UpdateConnectedDirections();
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UpdateAdjacentConnectedDirections();
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UpdateAppearance();
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}
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/// <summary>
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@@ -204,7 +277,8 @@ namespace Content.Server.NodeContainer.Nodes
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private void UpdateConnectedDirections()
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{
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ConnectedDirections = PipeDirection.None;
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for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
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for (var i = 0; i < PipeDirectionHelpers.AllPipeDirections; i++)
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{
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var pipeDir = (PipeDirection) (1 << i);
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@@ -231,8 +305,12 @@ namespace Content.Server.NodeContainer.Nodes
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for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
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{
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var pipeDir = (PipeDirection) (1 << i);
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foreach (var pipe in LinkableNodesInDirection(pipeDir))
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{
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pipe.UpdateConnectedDirections();
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pipe.UpdateAppearance();
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}
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}
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}
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@@ -242,50 +320,21 @@ namespace Content.Server.NodeContainer.Nodes
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/// </summary>
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private void UpdateAppearance()
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance)
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|| !Owner.TryGetComponent(out NodeContainerComponent? container))
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return;
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var netConnectedDirections = PipeDirection.None;
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if (Owner.TryGetComponent<NodeContainerComponent>(out var container))
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foreach (var node in container.Nodes.Values)
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{
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foreach (var node in container.Nodes.Values)
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if (node is PipeNode pipe)
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{
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if (node is PipeNode pipe)
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{
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netConnectedDirections |= pipe.ConnectedDirections;
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}
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netConnectedDirections |= pipe.ConnectedDirections;
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}
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}
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_appearance?.SetData(PipeVisuals.VisualState, new PipeVisualState(PipeDirection.PipeDirectionToPipeShape(), netConnectedDirections));
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}
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/// <summary>
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/// Changes the directions of this pipe while ensuring the sprite is correctly rotated.
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/// </summary>
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public void AdjustPipeDirectionAndSprite(PipeDirection newDir)
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{
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IgnoreRotation = true;
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var baseDir = newDir.PipeDirectionToPipeShape().ToBaseDirection();
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var newAngle = Angle.FromDegrees(0);
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for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
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{
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var pipeDir = (PipeDirection) (1 << i);
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var angle = pipeDir.ToAngle();
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if (baseDir.RotatePipeDirection(angle) == newDir) //finds what angle the entity needs to be rotated from the base to be set to the correct direction
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{
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newAngle = angle;
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break;
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}
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}
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Owner.Transform.LocalRotation = newAngle; //rotate the entity so the sprite's new state will be of the correct direction
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PipeDirection = newDir;
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RefreshNodeGroup();
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OnConnectedDirectionsNeedsUpdating();
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UpdateAppearance();
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IgnoreRotation = false;
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appearance.SetData(PipeVisuals.VisualState, new PipeVisualState(netConnectedDirections));
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}
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}
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}
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