* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
166 lines
5.1 KiB
C#
166 lines
5.1 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.GameObjects.Components.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.Serialization;
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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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/// 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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public abstract class Node : IExposeData
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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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public NodeGroupID NodeGroupID { get; private set; }
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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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private bool Connectable => !_deleting && Anchored;
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private bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored;
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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 = false;
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public virtual void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.NodeGroupID, "nodeGroupID", NodeGroupID.Default);
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}
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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 void OnContainerStartup()
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
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{
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AnchorUpdate();
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}
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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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if (_needsGroup)
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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}
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else
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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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public void OnContainerRemove()
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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)
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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().Where(node => 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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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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NodeGroup.RemoveNode(this);
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ClearNodeGroup();
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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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return GetReachableNodes().Where(node => node.NodeGroupID == NodeGroupID)
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.Where(node => node.Connectable);
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}
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private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
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{
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return GetReachableCompatibleNodes().Where(node => !node._needsGroup)
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.Select(node => node.NodeGroup)
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.Where(group => group != NodeGroup);
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}
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private void CombineGroupWithReachable()
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{
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Debug.Assert(!_needsGroup);
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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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}
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}
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