* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
187 lines
5.4 KiB
C#
187 lines
5.4 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Content.Server.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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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.NodeContainer.Nodes
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{
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/// <summary>
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/// Organizes themselves into distinct <see cref="INodeGroup"/>s with other <see cref="Node"/>s
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/// that they can "reach" and have the same <see cref="Node.NodeGroupID"/>.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract class Node
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{
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/// <summary>
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/// An ID used as a criteria for combining into groups. Determines which <see cref="INodeGroup"/>
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/// implementation is used as a group, detailed in <see cref="INodeGroupFactory"/>.
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/// </summary>
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[ViewVariables]
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[DataField("nodeGroupID")]
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public NodeGroupID NodeGroupID { get; private set; } = NodeGroupID.Default;
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[ViewVariables]
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public INodeGroup NodeGroup { get => _nodeGroup; set => SetNodeGroup(value); }
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private INodeGroup _nodeGroup = BaseNodeGroup.NullGroup;
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[ViewVariables]
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public IEntity Owner { get; private set; } = default!;
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[ViewVariables]
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private bool _needsGroup = true;
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/// <summary>
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/// If this node should be considered for connection by other nodes.
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/// </summary>
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public bool Connectable => !_deleting && Anchored;
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protected bool Anchored => !NeedAnchored || !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("needAnchored")]
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private bool NeedAnchored { get; } = true;
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/// <summary>
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/// Prevents a node from being used by other nodes while midway through removal.
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/// </summary>
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private bool _deleting;
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public virtual void Initialize(IEntity owner)
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{
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Owner = owner;
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}
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public virtual void OnContainerStartup()
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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public void AnchorUpdate()
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{
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if (Anchored)
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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else
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{
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RemoveSelfFromGroup();
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}
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}
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public virtual void OnSnapGridMove()
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{
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}
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public virtual void OnContainerShutdown()
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{
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_deleting = true;
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NodeGroup.RemoveNode(this);
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}
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public bool TryAssignGroupIfNeeded()
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{
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if (!_needsGroup || !Connectable)
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{
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return false;
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}
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NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
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return true;
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}
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public void SpreadGroup()
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{
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Debug.Assert(!_needsGroup);
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foreach (var node in GetReachableCompatibleNodes())
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{
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if (node._needsGroup)
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{
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node.NodeGroup = NodeGroup;
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node.SpreadGroup();
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}
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}
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}
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public void ClearNodeGroup()
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{
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_nodeGroup = BaseNodeGroup.NullGroup;
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_needsGroup = true;
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}
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protected void RefreshNodeGroup()
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{
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RemoveSelfFromGroup();
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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/// <summary>
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/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
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/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
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/// </summary>
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protected abstract IEnumerable<Node> GetReachableNodes();
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private IEnumerable<Node> GetReachableCompatibleNodes()
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{
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foreach (var node in GetReachableNodes())
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{
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if (node.NodeGroupID == NodeGroupID && node.Connectable)
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{
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yield return node;
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}
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}
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}
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private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
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{
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foreach (var node in GetReachableCompatibleNodes())
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{
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if (!node._needsGroup)
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{
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var group = node.NodeGroup;
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if (group != NodeGroup)
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{
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yield return group;
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}
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}
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}
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}
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private void CombineGroupWithReachable()
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{
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if (_needsGroup || !Connectable)
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return;
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foreach (var group in GetReachableCompatibleGroups())
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{
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NodeGroup.CombineGroup(group);
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}
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}
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private void SetNodeGroup(INodeGroup newGroup)
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{
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_nodeGroup = newGroup;
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NodeGroup.AddNode(this);
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_needsGroup = false;
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}
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private INodeGroup MakeNewGroup()
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{
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return IoCManager.Resolve<INodeGroupFactory>().MakeNodeGroup(this);
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}
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private void RemoveSelfFromGroup()
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{
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NodeGroup.RemoveNode(this);
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ClearNodeGroup();
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}
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}
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}
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