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