Files
tbd-station-14/Content.Server/GameObjects/Components/NodeContainer/Nodes/PipeNode.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

290 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.Manager.Attributes;
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>
[DataDefinition]
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]
[DataField("pipeDirection")]
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]
[DataField("gasMixture")]
public GasMixture LocalAir { get; set; } = new(DefaultVolume);
[ViewVariables]
public float Volume => LocalAir.Volume;
private AppearanceComponent? _appearance;
private const float DefaultVolume = 1;
public override void Initialize(IEntity owner)
{
base.Initialize(owner);
Owner.TryGetComponent(out _appearance);
}
public override void OnContainerStartup()
{
base.OnContainerStartup();
OnConnectedDirectionsNeedsUpdating();
UpdateAppearance();
}
public override void OnContainerShutdown()
{
base.OnContainerShutdown();
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)
{
if (!Owner.TryGetComponent(out SnapGridComponent? grid))
yield break;
var entities = grid.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;
}
}
}