Files
tbd-station-14/Content.Server/GameObjects/Components/Conveyor/ConveyorSwitchComponent.cs
DrSmugleaf 9063379af9 Fix build (#1551)
* Fix conveyor and conveyor switch serialization

* SS14 in reactive when

* Fix new test fail with units being able to accept items when unpowered
2020-08-01 01:20:41 +02:00

219 lines
6.4 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Conveyor
{
[RegisterComponent]
public class ConveyorSwitchComponent : Component, IInteractHand, IInteractUsing, IActivate
{
public override string Name => "ConveyorSwitch";
private ConveyorState _state;
/// <summary>
/// The current state of this switch
/// </summary>
[ViewVariables]
public ConveyorState State
{
get => _state;
private set
{
_state = value;
if (Owner.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(ConveyorVisuals.State, value);
}
}
}
private ConveyorGroup? _group;
public void Sync(ConveyorGroup group)
{
_group = group;
if (State == ConveyorState.Loose)
{
return;
}
State = group.State == ConveyorState.Loose
? ConveyorState.Off
: group.State;
}
/// <summary>
/// Disconnects this switch from any conveyors and other switches.
/// </summary>
private void Disconnect()
{
_group?.RemoveSwitch(this);
_group = null;
State = ConveyorState.Off;
}
/// <summary>
/// Connects a conveyor to this switch.
/// </summary>
/// <param name="conveyor">The conveyor to be connected.</param>
/// <param name="user">The user doing the connecting, if any.</param>
public void Connect(ConveyorComponent conveyor, IEntity? user = null)
{
if (_group == null)
{
_group = new ConveyorGroup();
_group.AddSwitch(this);
}
_group.AddConveyor(conveyor);
user?.PopupMessage(user, Loc.GetString("Conveyor linked."));
}
/// <summary>
/// Cycles this conveyor switch to its next valid state
/// </summary>
/// <returns>
/// true if the switch can be operated and the state could be cycled,
/// false otherwise
/// </returns>
private bool NextState()
{
State = State switch
{
ConveyorState.Off => ConveyorState.Forward,
ConveyorState.Forward => ConveyorState.Reversed,
ConveyorState.Reversed => ConveyorState.Off,
ConveyorState.Loose => ConveyorState.Off,
_ => throw new ArgumentOutOfRangeException()
};
_group?.SetState(this);
return true;
}
/// <summary>
/// Moves this switch to the group of another.
/// </summary>
/// <param name="other">The conveyor switch to synchronize with.</param>
/// <param name="user">The user doing the syncing, if any.</param>
private void SyncWith(ConveyorSwitchComponent other, IEntity? user = null)
{
other._group?.AddSwitch(this);
if (user == null)
{
return;
}
Owner.PopupMessage(user, Loc.GetString("Switches synchronized."));
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"conveyors",
new List<EntityUid>(),
ids =>
{
if (ids == null)
{
return;
}
foreach (var id in ids)
{
if (!Owner.EntityManager.TryGetEntity(id, out var conveyor))
{
continue;
}
if (!conveyor.TryGetComponent(out ConveyorComponent component))
{
continue;
}
Connect(component);
}
},
() => _group?.Conveyors.Select(conveyor => conveyor.Owner.Uid).ToList());
serializer.DataReadWriteFunction(
"switches",
new List<EntityUid>(),
ids =>
{
if (ids == null)
{
return;
}
foreach (var id in ids)
{
if (!Owner.EntityManager.TryGetEntity(id, out var @switch))
{
continue;
}
if (!@switch.TryGetComponent(out ConveyorSwitchComponent component))
{
continue;
}
component.SyncWith(this);
}
},
() => _group?.Switches.Select(@switch => @switch.Owner.Uid).ToList());
}
public override void OnRemove()
{
base.OnRemove();
Disconnect();
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
return NextState();
}
bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (eventArgs.Using.TryGetComponent(out ConveyorComponent conveyor))
{
Connect(conveyor, eventArgs.User);
return true;
}
if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent otherSwitch))
{
SyncWith(otherSwitch, eventArgs.User);
return true;
}
return true;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
NextState();
}
}
}