using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Robust.Shared.GameObjects.Components;
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
{
///
/// Organizes themselves into distinct s with other s
/// that they can "reach" and have the same .
///
public abstract class Node
{
///
/// An ID used as a criteria for combining into groups. Determines which
/// implementation is used as a group, detailed in .
///
[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; }
[ViewVariables]
private bool _needsGroup = true;
///
/// If this node should be considered for connection by other nodes.
///
private bool Connectable => !_deleting && Anchored;
private bool Anchored => !Owner.TryGetComponent(out var physics) || physics.Anchored;
///
/// Prevents a node from being used by other nodes while midway through removal.
///
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();
if (Owner.TryGetComponent(out var physics))
{
AnchorUpdate();
physics.AnchoredChanged += AnchorUpdate;
}
}
public void OnContainerRemove()
{
_deleting = true;
if (Owner.TryGetComponent(out var physics))
{
((IPhysicsComponent) physics).AnchoredChanged -= AnchorUpdate;
}
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))
{
node.NodeGroup = NodeGroup;
node.SpreadGroup();
}
}
public void ClearNodeGroup()
{
_nodeGroup = BaseNodeGroup.NullGroup;
_needsGroup = true;
}
///
/// How this node will attempt to find other reachable s to group with.
/// Returns a set of s to consider grouping with. Should not return this current .
///
protected abstract IEnumerable GetReachableNodes();
private IEnumerable GetReachableCompatibleNodes()
{
return GetReachableNodes().Where(node => node.NodeGroupID == NodeGroupID)
.Where(node => node.Connectable);
}
private IEnumerable GetReachableCompatibleGroups()
{
return GetReachableCompatibleNodes().Where(node => !node._needsGroup)
.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);
}
private void AnchorUpdate()
{
if (Anchored)
{
if (_needsGroup)
{
TryAssignGroupIfNeeded();
CombineGroupWithReachable();
}
}
else
{
NodeGroup.RemoveNode(this);
ClearNodeGroup();
}
}
}
}