Files
tbd-station-14/Content.Server/GameObjects/Components/NodeContainer/Nodes/PipeNode.cs
collinlunn 112f7d8346 Pipe visualizers (#3042)
* modifies pipe sprites to look not connected

* pipe connector sprites

* PipeConnectorVisualizer

* Remove pipe visualizer

* Revert "Remove pipe visualizer"

This reverts commit dc8da93f99f20aa55247c6a94d26c7a75a3d1782.

* PipeDirection can be set with the sprite updating correctly

* fixes meta files

* removes unused vent/scrubber directions

* OnConnectedDirectionsNeedsUpdating

* comments + OnConnectedDirectionsNeedsUpdating gets called

* fix connecteddirections bug

* Combines ConnectedDirections sent to visualizer

* fixes unconnected pipe sprites

* Adds PipeConnectorVisualizer to other piping entities

* code cleanup

* Fixed bug with ConnectedDirections not being set correctly

* diff fix

* rotation simplification

* Improves rsi serialization

* enable nullable

* wip

* visualizer cleanup

* nullable cleanup

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-02-23 13:18:30 +11:00

292 lines
10 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.Interfaces;
using Content.Shared.GameObjects.Components.Atmos;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
{
/// <summary>
/// Connects with other <see cref="PipeNode"/>s whose <see cref="PipeDirection"/>
/// correctly correspond.
/// </summary>
public class PipeNode : Node, IGasMixtureHolder, IRotatableNode
{
/// <summary>
/// Modifies the <see cref="PipeDirection"/> of this pipe, and ensures the sprite is correctly rotated.
/// This is a property for the sake of calling the method via ViewVariables.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public PipeDirection SetPipeDirectionAndSprite { get => PipeDirection; set => AdjustPipeDirectionAndSprite(value); }
/// <summary>
/// The directions in which this pipe can connect to other pipes around it.
/// Used to check if this pipe can connect to another pipe in a given direction.
/// </summary>
[ViewVariables]
public PipeDirection PipeDirection { get; private set; }
/// <summary>
/// The directions in which this node is connected to other nodes.
/// Used by <see cref="PipeVisualState"/>.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private PipeDirection ConnectedDirections { get => _connectedDirections; set { _connectedDirections = value; UpdateAppearance(); } }
private PipeDirection _connectedDirections;
/// <summary>
/// The <see cref="IPipeNet"/> this pipe is a part of. Set to <see cref="PipeNet.NullNet"/> when not in an <see cref="IPipeNet"/>.
/// </summary>
[ViewVariables]
private IPipeNet _pipeNet = PipeNet.NullNet;
/// <summary>
/// If <see cref="_pipeNet"/> is set to <see cref="PipeNet.NullNet"/>.
/// When true, this pipe may be storing gas in <see cref="LocalAir"/>.
/// </summary>
[ViewVariables]
private bool _needsPipeNet = true;
/// <summary>
/// Prevents rotation events from re-calculating the <see cref="IPipeNet"/>.
/// Used while rotating the sprite to the correct orientation while not affecting the pipe.
/// </summary>
private bool IgnoreRotation { get; set; }
/// <summary>
/// The gases in this pipe.
/// </summary>
[ViewVariables]
public GasMixture Air
{
get => _needsPipeNet ? LocalAir : _pipeNet.Air;
set
{
if (_needsPipeNet)
LocalAir = value;
else
_pipeNet.Air = value;
}
}
/// <summary>
/// Stores gas in this pipe when disconnected from a <see cref="IPipeNet"/>.
/// Only for usage by <see cref="IPipeNet"/>s.
/// </summary>
[ViewVariables]
public GasMixture LocalAir { get; set; } = default!;
[ViewVariables]
public float Volume => LocalAir.Volume;
private AppearanceComponent? _appearance;
private const float DefaultVolume = 1;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.PipeDirection, "pipeDirection", PipeDirection.None);
serializer.DataField(this, x => x.LocalAir, "gasMixture", new GasMixture(DefaultVolume));
}
public override void Initialize(IEntity owner)
{
base.Initialize(owner);
Owner.TryGetComponent(out _appearance);
}
public override void OnContainerStartup()
{
base.OnContainerStartup();
OnConnectedDirectionsNeedsUpdating();
UpdateAppearance();
}
public override void OnContainerRemove()
{
base.OnContainerRemove();
UpdateAdjacentConnectedDirections();
}
public void JoinPipeNet(IPipeNet pipeNet)
{
_pipeNet = pipeNet;
_needsPipeNet = false;
}
public void ClearPipeNet()
{
_pipeNet = PipeNet.NullNet;
_needsPipeNet = true;
}
/// <summary>
/// Rotates the <see cref="PipeDirection"/> when the entity is rotated, and re-calculates the <see cref="IPipeNet"/>.
/// </summary>
void IRotatableNode.RotateEvent(RotateEvent ev)
{
if (IgnoreRotation)
return;
var diff = ev.NewRotation - ev.OldRotation;
PipeDirection = PipeDirection.RotatePipeDirection(diff);
RefreshNodeGroup();
OnConnectedDirectionsNeedsUpdating();
UpdateAppearance();
}
protected override IEnumerable<Node> GetReachableNodes()
{
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
{
var pipeDir = (PipeDirection) (1 << i);
if (!PipeDirection.HasDirection(pipeDir))
continue;
foreach (var pipe in LinkableNodesInDirection(pipeDir))
yield return pipe;
}
}
/// <summary>
/// Gets the pipes that can connect to us from entities on the tile adjacent in a direction.
/// </summary>
private IEnumerable<PipeNode> LinkableNodesInDirection(PipeDirection pipeDir)
{
foreach (var pipe in PipesInDirection(pipeDir))
{
if (pipe.PipeDirection.HasDirection(pipeDir.GetOpposite()))
yield return pipe;
}
}
/// <summary>
/// Gets the pipes from entities on the tile adjacent in a direction.
/// </summary>
private IEnumerable<PipeNode> PipesInDirection(PipeDirection pipeDir)
{
var entities = Owner.GetComponent<SnapGridComponent>()
.GetInDir(pipeDir.ToDirection());
foreach (var entity in entities)
{
if (!entity.TryGetComponent<NodeContainerComponent>(out var container))
continue;
foreach (var node in container.Nodes)
{
if (node is PipeNode pipe)
yield return pipe;
}
}
}
/// <summary>
/// Updates the <see cref="ConnectedDirections"/> of this and all sorrounding pipes.
/// </summary>
private void OnConnectedDirectionsNeedsUpdating()
{
UpdateConnectedDirections();
UpdateAdjacentConnectedDirections();
}
/// <summary>
/// Checks what directions there are connectable pipes in, to update <see cref="ConnectedDirections"/>.
/// </summary>
private void UpdateConnectedDirections()
{
ConnectedDirections = PipeDirection.None;
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
{
var pipeDir = (PipeDirection) (1 << i);
if (!PipeDirection.HasDirection(pipeDir))
continue;
foreach (var pipe in LinkableNodesInDirection(pipeDir))
{
if (pipe.Connectable && pipe.NodeGroupID == NodeGroupID)
{
ConnectedDirections |= pipeDir;
break;
}
}
}
}
/// <summary>
/// Calls <see cref="UpdateConnectedDirections"/> on all adjacent pipes,
/// to update their <see cref="ConnectedDirections"/> when this pipe is changed.
/// </summary>
private void UpdateAdjacentConnectedDirections()
{
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
{
var pipeDir = (PipeDirection) (1 << i);
foreach (var pipe in LinkableNodesInDirection(pipeDir))
pipe.UpdateConnectedDirections();
}
}
/// <summary>
/// Updates the <see cref="AppearanceComponent"/>.
/// Gets the combined <see cref="ConnectedDirections"/> of every pipe on this entity, so the visualizer on this entity can draw the pipe connections.
/// </summary>
private void UpdateAppearance()
{
var netConnectedDirections = PipeDirection.None;
if (Owner.TryGetComponent<NodeContainerComponent>(out var container))
{
foreach (var node in container.Nodes)
{
if (node is PipeNode pipe)
{
netConnectedDirections |= pipe.ConnectedDirections;
}
}
}
_appearance?.SetData(PipeVisuals.VisualState, new PipeVisualState(PipeDirection.PipeDirectionToPipeShape(), netConnectedDirections));
}
/// <summary>
/// Changes the directions of this pipe while ensuring the sprite is correctly rotated.
/// </summary>
public void AdjustPipeDirectionAndSprite(PipeDirection newDir)
{
IgnoreRotation = true;
var baseDir = newDir.PipeDirectionToPipeShape().ToBaseDirection();
var newAngle = Angle.FromDegrees(0);
for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
{
var pipeDir = (PipeDirection) (1 << i);
var angle = pipeDir.ToAngle();
if (baseDir.RotatePipeDirection(angle) == newDir) //finds what angle the entity needs to be rotated from the base to be set to the correct direction
{
newAngle = angle;
break;
}
}
Owner.Transform.LocalRotation = newAngle; //rotate the entity so the sprite's new state will be of the correct direction
PipeDirection = newDir;
RefreshNodeGroup();
OnConnectedDirectionsNeedsUpdating();
UpdateAppearance();
IgnoreRotation = false;
}
}
}