Files
tbd-station-14/Content.Server/GameObjects/Components/NodeContainer/Nodes/Node.cs
Pieter-Jan Briers 1eb0fbd8d0 Revert "Physics (#3452)"
This reverts commit 3e64fd56a1.
2021-02-28 18:49:48 +01:00

181 lines
5.3 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
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 : IExposeData
{
/// <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; } = default!;
[ViewVariables]
private bool _needsGroup = true;
/// <summary>
/// If this node should be considered for connection by other nodes.
/// </summary>
public bool Connectable => !_deleting && Anchored;
private bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored;
/// <summary>
/// Prevents a node from being used by other nodes while midway through removal.
/// </summary>
private bool _deleting = false;
public virtual void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.NodeGroupID, "nodeGroupID", NodeGroupID.Default);
}
public virtual void Initialize(IEntity owner)
{
Owner = owner;
}
public virtual void OnContainerStartup()
{
TryAssignGroupIfNeeded();
CombineGroupWithReachable();
}
public void AnchorUpdate()
{
if (Anchored)
{
TryAssignGroupIfNeeded();
CombineGroupWithReachable();
}
else
{
RemoveSelfFromGroup();
}
}
public virtual void OnContainerRemove()
{
_deleting = true;
NodeGroup.RemoveNode(this);
}
public bool TryAssignGroupIfNeeded()
{
if (!_needsGroup || !Connectable)
{
return false;
}
NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
return true;
}
public void SpreadGroup()
{
Debug.Assert(!_needsGroup);
foreach (var node in GetReachableCompatibleNodes())
{
if (node._needsGroup)
{
node.NodeGroup = NodeGroup;
node.SpreadGroup();
}
}
}
public void ClearNodeGroup()
{
_nodeGroup = BaseNodeGroup.NullGroup;
_needsGroup = true;
}
protected void RefreshNodeGroup()
{
RemoveSelfFromGroup();
TryAssignGroupIfNeeded();
CombineGroupWithReachable();
}
/// <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()
{
foreach (var node in GetReachableNodes())
{
if (node.NodeGroupID == NodeGroupID && node.Connectable)
{
yield return node;
}
}
}
private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
{
foreach (var node in GetReachableCompatibleNodes())
{
if (!node._needsGroup)
{
var group = node.NodeGroup;
if (group != NodeGroup)
{
yield return group;
}
}
}
}
private void CombineGroupWithReachable()
{
if (_needsGroup || !Connectable)
return;
foreach (var group in GetReachableCompatibleGroups())
{
NodeGroup.CombineGroup(group);
}
}
private void SetNodeGroup(INodeGroup newGroup)
{
_nodeGroup = newGroup;
NodeGroup.AddNode(this);
_needsGroup = false;
}
private INodeGroup MakeNewGroup()
{
return IoCManager.Resolve<INodeGroupFactory>().MakeNodeGroup(this);
}
private void RemoveSelfFromGroup()
{
NodeGroup.RemoveNode(this);
ClearNodeGroup();
}
}
}