* Remove Unnecessary AnchorUpdate() call * NodeGroupManager * NodeGroupManager issues NodeGroup remake attempts * Code cleanup * NodeGroupManager only stores dirty groups, handles them on next frame * Removes unused NodeGroupManager dependency * Prevents OnRemoveNode from iterating over every connector after the first time * Revert "Prevents OnRemoveNode from iterating over every connector after the first time" This reverts commit c72af4b18d55192af789514f74bef893cf076fbc. * Dependancy warning fix Co-authored-by: py01 <pyronetics01@gmail.com>
171 lines
5.3 KiB
C#
171 lines
5.3 KiB
C#
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Robust.Shared.GameObjects.Components;
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namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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{
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/// <summary>
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/// Organizes themselves into distinct <see cref="INodeGroup"/>s with other <see cref="Node"/>s
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/// that they can "reach" and have the same <see cref="Node.NodeGroupID"/>.
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/// </summary>
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public abstract class Node
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{
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/// <summary>
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/// An ID used as a criteria for combining into groups. Determines which <see cref="INodeGroup"/>
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/// implementation is used as a group, detailed in <see cref="INodeGroupFactory"/>.
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/// </summary>
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[ViewVariables]
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public NodeGroupID NodeGroupID { get; private set; }
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[ViewVariables]
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public INodeGroup NodeGroup { get => _nodeGroup; set => SetNodeGroup(value); }
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private INodeGroup _nodeGroup = BaseNodeGroup.NullGroup;
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[ViewVariables]
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public IEntity Owner { get; private set; }
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[ViewVariables]
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private bool _needsGroup = true;
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/// <summary>
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/// If this node should be considered for connection by other nodes.
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/// </summary>
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private bool Connectable => !_deleting && Anchored;
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private bool Anchored => !Owner.TryGetComponent<PhysicsComponent>(out var physics) || physics.Anchored;
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/// <summary>
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/// Prevents a node from being used by other nodes while midway through removal.
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/// </summary>
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private bool _deleting = false;
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#pragma warning disable 649
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[Dependency] private readonly INodeGroupFactory _nodeGroupFactory;
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#pragma warning restore 649
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public void Initialize(NodeGroupID nodeGroupID, IEntity owner)
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{
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NodeGroupID = nodeGroupID;
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Owner = owner;
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}
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public void OnContainerInitialize()
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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if (Owner.TryGetComponent<PhysicsComponent>(out var physics))
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{
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AnchorUpdate();
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physics.AnchoredChanged += AnchorUpdate;
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}
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}
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public void OnContainerRemove()
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{
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_deleting = true;
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if (Owner.TryGetComponent<PhysicsComponent>(out var physics))
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{
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physics.AnchoredChanged -= AnchorUpdate;
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}
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NodeGroup.RemoveNode(this);
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}
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public bool TryAssignGroupIfNeeded()
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{
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if (!_needsGroup)
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{
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return false;
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}
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NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
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return true;
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}
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public void StartSpreadingGroup()
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{
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NodeGroup.BeforeRemakeSpread();
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SpreadGroup();
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NodeGroup.AfterRemakeSpread();
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}
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public void SpreadGroup()
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{
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Debug.Assert(!_needsGroup);
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foreach (var node in GetReachableCompatibleNodes().Where(node => node._needsGroup))
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{
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node.NodeGroup = NodeGroup;
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node.SpreadGroup();
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}
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}
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public void ClearNodeGroup()
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{
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_nodeGroup = BaseNodeGroup.NullGroup;
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_needsGroup = true;
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}
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/// <summary>
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/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
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/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
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/// </summary>
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protected abstract IEnumerable<Node> GetReachableNodes();
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private IEnumerable<Node> GetReachableCompatibleNodes()
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{
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return GetReachableNodes().Where(node => node.NodeGroupID == NodeGroupID)
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.Where(node => node.Connectable);
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}
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private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
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{
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return GetReachableCompatibleNodes().Where(node => !node._needsGroup)
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.Select(node => node.NodeGroup)
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.Where(group => group != NodeGroup);
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}
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private void CombineGroupWithReachable()
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{
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Debug.Assert(!_needsGroup);
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foreach (var group in GetReachableCompatibleGroups())
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{
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NodeGroup.CombineGroup(group);
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}
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}
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private void SetNodeGroup(INodeGroup newGroup)
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{
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_nodeGroup = newGroup;
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NodeGroup.AddNode(this);
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_needsGroup = false;
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}
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private INodeGroup MakeNewGroup()
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{
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return _nodeGroupFactory.MakeNodeGroup(NodeGroupID);
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}
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private void AnchorUpdate()
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{
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if (Anchored)
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{
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if (_needsGroup)
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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}
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else
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{
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NodeGroup.RemoveNode(this);
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ClearNodeGroup();
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}
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}
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}
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}
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