* PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
68 lines
2.2 KiB
C#
68 lines
2.2 KiB
C#
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.IoC;
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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{
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public interface INodeGroupFactory
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{
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/// <summary>
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/// Performs reflection to associate <see cref="INodeGroup"/> implementations with the
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/// string specified in their <see cref="NodeGroupAttribute"/>.
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/// </summary>
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void Initialize();
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/// <summary>
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/// Returns a new <see cref="INodeGroup"/> instance.
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/// </summary>
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INodeGroup MakeNodeGroup(Node sourceNode);
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}
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public class NodeGroupFactory : INodeGroupFactory
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{
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[Dependency] private readonly IReflectionManager _reflectionManager = default!;
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[Dependency] private readonly IDynamicTypeFactory _typeFactory = default!;
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private readonly Dictionary<NodeGroupID, Type> _groupTypes = new Dictionary<NodeGroupID, Type>();
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public void Initialize()
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{
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var nodeGroupTypes = _reflectionManager.GetAllChildren<INodeGroup>();
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foreach (var nodeGroupType in nodeGroupTypes)
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{
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var att = nodeGroupType.GetCustomAttribute<NodeGroupAttribute>();
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if (att != null)
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{
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foreach (var groupID in att.NodeGroupIDs)
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{
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_groupTypes.Add(groupID, nodeGroupType);
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}
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}
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}
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}
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public INodeGroup MakeNodeGroup(Node sourceNode)
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{
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if (_groupTypes.TryGetValue(sourceNode.NodeGroupID, out var type))
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{
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var nodeGroup = _typeFactory.CreateInstance<INodeGroup>(type);
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nodeGroup.Initialize(sourceNode);
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return nodeGroup;
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}
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throw new ArgumentException($"{sourceNode.NodeGroupID} did not have an associated {nameof(INodeGroup)}.");
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}
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}
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public enum NodeGroupID
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{
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Default,
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HVPower,
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MVPower,
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Apc,
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Pipe,
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}
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}
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