* 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
133 lines
3.7 KiB
C#
133 lines
3.7 KiB
C#
#nullable enable
|
|
using System.Collections.Generic;
|
|
using Content.Server.NodeContainer.EntitySystems;
|
|
using Content.Server.NodeContainer.Nodes;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.NodeContainer.NodeGroups
|
|
{
|
|
/// <summary>
|
|
/// Maintains a collection of <see cref="Node"/>s, and performs operations requiring a list of
|
|
/// all connected <see cref="Node"/>s.
|
|
/// </summary>
|
|
public interface INodeGroup
|
|
{
|
|
IReadOnlyList<Node> Nodes { get; }
|
|
|
|
void Initialize(Node sourceNode);
|
|
|
|
void AddNode(Node node);
|
|
|
|
void RemoveNode(Node node);
|
|
|
|
void CombineGroup(INodeGroup newGroup);
|
|
|
|
void RemakeGroup();
|
|
}
|
|
|
|
[NodeGroup(NodeGroupID.Default, NodeGroupID.WireNet)]
|
|
public class BaseNodeGroup : INodeGroup
|
|
{
|
|
[ViewVariables]
|
|
public IReadOnlyList<Node> Nodes => _nodes;
|
|
private readonly List<Node> _nodes = new();
|
|
|
|
[ViewVariables]
|
|
public int NodeCount => Nodes.Count;
|
|
|
|
/// <summary>
|
|
/// Debug variable to indicate that this NodeGroup should not be being used by anything.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public bool Removed { get; private set; } = false;
|
|
|
|
public static readonly INodeGroup NullGroup = new NullNodeGroup();
|
|
|
|
protected GridId GridId { get; private set;}
|
|
|
|
public virtual void Initialize(Node sourceNode)
|
|
{
|
|
GridId = sourceNode.Owner.Transform.GridID;
|
|
}
|
|
|
|
public void AddNode(Node node)
|
|
{
|
|
_nodes.Add(node);
|
|
OnAddNode(node);
|
|
}
|
|
|
|
public void RemoveNode(Node node)
|
|
{
|
|
_nodes.Remove(node);
|
|
OnRemoveNode(node);
|
|
EntitySystem.Get<NodeGroupSystem>().AddDirtyNodeGroup(this);
|
|
}
|
|
|
|
public void CombineGroup(INodeGroup newGroup)
|
|
{
|
|
if (newGroup.Nodes.Count < Nodes.Count)
|
|
{
|
|
newGroup.CombineGroup(this);
|
|
return;
|
|
}
|
|
|
|
OnGivingNodesForCombine(newGroup);
|
|
|
|
foreach (var node in Nodes)
|
|
{
|
|
node.NodeGroup = newGroup;
|
|
}
|
|
|
|
Removed = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Causes all <see cref="Node"/>s to remake their groups. Called when a <see cref="Node"/> is removed
|
|
/// and may have split a group in two, so multiple new groups may need to be formed.
|
|
/// </summary>
|
|
public void RemakeGroup()
|
|
{
|
|
foreach (var node in Nodes)
|
|
{
|
|
node.ClearNodeGroup();
|
|
}
|
|
|
|
var newGroups = new HashSet<INodeGroup>();
|
|
|
|
foreach (var node in Nodes)
|
|
{
|
|
if (node.TryAssignGroupIfNeeded())
|
|
{
|
|
node.SpreadGroup();
|
|
newGroups.Add(node.NodeGroup);
|
|
}
|
|
}
|
|
|
|
AfterRemake(newGroups);
|
|
|
|
Removed = true;
|
|
}
|
|
|
|
protected virtual void OnAddNode(Node node) { }
|
|
|
|
protected virtual void OnRemoveNode(Node node) { }
|
|
|
|
protected virtual void OnGivingNodesForCombine(INodeGroup newGroup) { }
|
|
|
|
protected virtual void AfterRemake(IEnumerable<INodeGroup> newGroups) { }
|
|
|
|
protected class NullNodeGroup : INodeGroup
|
|
{
|
|
public IReadOnlyList<Node> Nodes => _nodes;
|
|
private readonly List<Node> _nodes = new();
|
|
public void Initialize(Node sourceNode) { }
|
|
public void AddNode(Node node) { }
|
|
public void CombineGroup(INodeGroup newGroup) { }
|
|
public void RemoveNode(Node node) { }
|
|
public void RemakeGroup() { }
|
|
}
|
|
}
|
|
}
|