89 lines
2.9 KiB
C#
89 lines
2.9 KiB
C#
using Content.Server.NodeContainer.Nodes;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.NodeContainer.EntitySystems
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{
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/// <summary>
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/// Manages <see cref="NodeContainerComponent"/> events.
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/// </summary>
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/// <seealso cref="NodeGroupSystem"/>
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[UsedImplicitly]
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public sealed class NodeContainerSystem : EntitySystem
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{
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[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NodeContainerComponent, ComponentInit>(OnInitEvent);
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SubscribeLocalEvent<NodeContainerComponent, ComponentStartup>(OnStartupEvent);
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SubscribeLocalEvent<NodeContainerComponent, ComponentShutdown>(OnShutdownEvent);
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SubscribeLocalEvent<NodeContainerComponent, AnchorStateChangedEvent>(OnAnchorStateChanged);
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SubscribeLocalEvent<NodeContainerComponent, RotateEvent>(OnRotateEvent);
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}
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private void OnInitEvent(EntityUid uid, NodeContainerComponent component, ComponentInit args)
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{
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foreach (var (key, node) in component.Nodes)
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{
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node.Name = key;
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node.Initialize(component.Owner, EntityManager);
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}
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}
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private void OnStartupEvent(EntityUid uid, NodeContainerComponent component, ComponentStartup args)
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{
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foreach (var node in component.Nodes.Values)
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{
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_nodeGroupSystem.QueueReflood(node);
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}
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}
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private void OnShutdownEvent(EntityUid uid, NodeContainerComponent component, ComponentShutdown args)
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{
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foreach (var node in component.Nodes.Values)
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{
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_nodeGroupSystem.QueueNodeRemove(node);
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node.Deleting = true;
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}
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}
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private void OnAnchorStateChanged(
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EntityUid uid,
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NodeContainerComponent component,
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ref AnchorStateChangedEvent args)
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{
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foreach (var node in component.Nodes.Values)
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{
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if (!node.NeedAnchored)
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continue;
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if (args.Anchored)
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_nodeGroupSystem.QueueReflood(node);
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else
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_nodeGroupSystem.QueueNodeRemove(node);
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}
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}
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private void OnRotateEvent(EntityUid uid, NodeContainerComponent container, ref RotateEvent ev)
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{
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if (ev.NewRotation == ev.OldRotation)
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{
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return;
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}
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foreach (var node in container.Nodes.Values)
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{
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if (node is not IRotatableNode rotatableNode)
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continue;
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if (rotatableNode.RotateEvent(ref ev))
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_nodeGroupSystem.QueueReflood(node);
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}
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}
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}
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}
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