Refactors machine linking to use generics (#2462)

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
This commit is contained in:
Paul Ritter
2020-10-30 19:46:19 +01:00
committed by GitHub
parent 95590833ce
commit f36cba8e21
7 changed files with 31 additions and 35 deletions

View File

@@ -1,14 +1,9 @@
namespace Content.Server.GameObjects.Components.MachineLinking
{
public interface ISignalReceiver
{
void TriggerSignal(SignalState state);
}
using System;
public enum SignalState
namespace Content.Server.GameObjects.Components.MachineLinking
{
public interface ISignalReceiver<in T>
{
On,
Off,
Toggle
void TriggerSignal(T signal);
}
}

View File

@@ -1,4 +1,5 @@
using Content.Shared.Interfaces;
using Content.Server.GameObjects.Components.MachineLinking.Signals;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
@@ -29,7 +30,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
return;
}
if (transmitter.TransmitSignal(user, SignalState.Toggle))
if (transmitter.TransmitSignal(user, new ToggleSignal()))
{
// Since the button doesn't have an animation, I'm going to use a popup message
Owner.PopupMessage(user, Loc.GetString("Click."));

View File

@@ -26,9 +26,9 @@ namespace Content.Server.GameObjects.Components.MachineLinking
_transmitters = new List<SignalTransmitterComponent>();
}
public void DistributeSignal(SignalState state)
public void DistributeSignal<T>(T state)
{
foreach (var comp in Owner.GetAllComponents<ISignalReceiver>())
foreach (var comp in Owner.GetAllComponents<ISignalReceiver<T>>())
{
comp.TriggerSignal(state);
}

View File

@@ -52,7 +52,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
return;
}
transmitter.TransmitSignal(user, _on ? SignalState.On : SignalState.Off);
transmitter.TransmitSignal(user, _on);
}
private void UpdateSprite()

View File

@@ -87,7 +87,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
}
}
public bool TransmitSignal(IEntity user, SignalState state)
public bool TransmitSignal<T>(IEntity user, T signal)
{
if (_receivers.Count == 0)
{
@@ -102,7 +102,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
continue;
}
receiver.DistributeSignal(state);
receiver.DistributeSignal(signal);
}
return true;
}

View File

@@ -0,0 +1,4 @@
namespace Content.Server.GameObjects.Components.MachineLinking.Signals
{
public class ToggleSignal {}
}

View File

@@ -3,6 +3,7 @@ using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.MachineLinking;
using Content.Server.GameObjects.Components.MachineLinking.Signals;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
@@ -28,7 +29,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
/// </summary>
[RegisterComponent]
public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver
public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver<bool>, ISignalReceiver<ToggleSignal>
{
[Dependency] private IGameTiming _gameTiming = default!;
@@ -62,23 +63,6 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
return InsertBulb(eventArgs.Using);
}
public void TriggerSignal(SignalState state)
{
switch (state)
{
case SignalState.On:
_on = true;
break;
case SignalState.Off:
_on = false;
break;
case SignalState.Toggle:
_on = !_on;
break;
}
UpdateLight();
}
public bool InteractHand(InteractHandEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IDamageableComponent damageableComponent))
@@ -252,5 +236,17 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
var entity = Owner.EntityManager.SpawnEntity(prototype, Owner.Transform.Coordinates);
_lightBulbContainer.Insert(entity);
}
public void TriggerSignal(bool signal)
{
_on = signal;
UpdateLight();
}
public void TriggerSignal(ToggleSignal signal)
{
_on = !_on;
UpdateLight();
}
}
}