288 lines
9.6 KiB
C#
288 lines
9.6 KiB
C#
using System.Collections.Generic;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Shared.Atmos;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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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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/// Connects with other <see cref="PipeNode"/>s whose <see cref="PipeDirection"/>
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/// correctly correspond.
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/// </summary>
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[DataDefinition]
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public class PipeNode : Node, IGasMixtureHolder, IRotatableNode
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{
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private PipeDirection _connectedDirections;
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/// <summary>
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/// The directions in which this pipe can connect to other pipes around it.
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/// Used to check if this pipe can connect to another pipe in a given direction.
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/// </summary>
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[ViewVariables]
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[DataField("pipeDirection")]
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public PipeDirection PipeDirection { get; private set; }
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/// <summary>
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/// The directions in which this node is connected to other nodes.
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/// Used by <see cref="PipeVisualState"/>.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public PipeDirection ConnectedDirections
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{
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get => _connectedDirections;
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private set
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{
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_connectedDirections = value;
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UpdateAppearance();
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}
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}
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/// <summary>
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/// Whether this node can connect to others or not.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ConnectionsEnabled
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{
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get => _connectionsEnabled;
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set
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{
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_connectionsEnabled = value;
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if (NodeGroup != null)
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EntitySystem.Get<NodeGroupSystem>().QueueRemakeGroup((BaseNodeGroup) NodeGroup);
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}
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}
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[DataField("connectionsEnabled")]
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private bool _connectionsEnabled = true;
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[DataField("rotationsEnabled")]
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public bool RotationsEnabled { get; set; } = true;
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/// <summary>
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/// The <see cref="IPipeNet"/> this pipe is a part of.
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/// </summary>
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[ViewVariables]
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private IPipeNet? PipeNet => (IPipeNet?) NodeGroup;
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/// <summary>
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/// The gases in this pipe.
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/// </summary>
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[ViewVariables]
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public GasMixture Air
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{
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get => PipeNet?.Air ?? GasMixture.SpaceGas;
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set
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{
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DebugTools.Assert(PipeNet != null);
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PipeNet!.Air = value;
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}
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}
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public void AssumeAir(GasMixture giver)
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{
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if(PipeNet != null)
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EntitySystem.Get<AtmosphereSystem>().Merge(PipeNet.Air, giver);
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}
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[ViewVariables]
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[DataField("volume")]
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public float Volume { get; set; } = DefaultVolume;
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private const float DefaultVolume = 200f;
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public override void OnContainerStartup()
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{
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base.OnContainerStartup();
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//HACK: THIS LINE RIGHT HERE IS A FILTHY HACK AND I HATE IT --moony
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PipeDirection = PipeDirection.RotatePipeDirection(Owner.Transform.LocalRotation);
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OnConnectedDirectionsNeedsUpdating();
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}
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public override void OnContainerShutdown()
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{
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base.OnContainerShutdown();
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UpdateAdjacentConnectedDirections();
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}
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public void JoinPipeNet(IPipeNet pipeNet)
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{
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OnConnectedDirectionsNeedsUpdating();
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}
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/// <summary>
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/// Rotates the <see cref="PipeDirection"/> when the entity is rotated, and re-calculates the <see cref="IPipeNet"/>.
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/// </summary>
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void IRotatableNode.RotateEvent(ref RotateEvent ev)
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{
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if (!RotationsEnabled) return;
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var diff = ev.NewRotation - ev.OldRotation;
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PipeDirection = PipeDirection.RotatePipeDirection(diff);
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OnConnectedDirectionsNeedsUpdating();
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UpdateAppearance();
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}
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public override IEnumerable<Node> GetReachableNodes()
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{
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for (var i = 0; i < PipeDirectionHelpers.AllPipeDirections; i++)
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{
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var pipeDir = (PipeDirection) (1 << i);
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if (!PipeDirection.HasDirection(pipeDir))
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continue;
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foreach (var pipe in LinkableNodesInDirection(pipeDir))
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{
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yield return pipe;
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}
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}
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}
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/// <summary>
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/// Gets the pipes that can connect to us from entities on the tile or adjacent in a direction.
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/// </summary>
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private IEnumerable<PipeNode> LinkableNodesInDirection(PipeDirection pipeDir)
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{
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if (!Anchored)
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yield break;
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foreach (var pipe in PipesInDirection(pipeDir))
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{
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if (pipe.ConnectionsEnabled && pipe.PipeDirection.HasDirection(pipeDir.GetOpposite()))
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yield return pipe;
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}
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}
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/// <summary>
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/// Gets the pipes from entities on the tile adjacent in a direction.
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/// </summary>
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protected IEnumerable<PipeNode> PipesInDirection(PipeDirection pipeDir)
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{
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if (!Owner.Transform.Anchored)
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yield break;
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var grid = IoCManager.Resolve<IMapManager>().GetGrid(Owner.Transform.GridID);
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var position = Owner.Transform.Coordinates;
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foreach (var entity in grid.GetInDir(position, pipeDir.ToDirection()))
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{
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if (!Owner.EntityManager.TryGetComponent<NodeContainerComponent>(entity, out var container))
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continue;
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foreach (var node in container.Nodes.Values)
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{
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if (node is PipeNode pipe)
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yield return pipe;
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}
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}
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}
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/// <summary>
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/// Gets the pipes from entities on the same tile.
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/// </summary>
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protected IEnumerable<PipeNode> PipesInTile()
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{
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if (!Owner.Transform.Anchored)
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yield break;
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var grid = IoCManager.Resolve<IMapManager>().GetGrid(Owner.Transform.GridID);
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var position = Owner.Transform.Coordinates;
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foreach (var entity in grid.GetLocal(position))
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{
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if (!Owner.EntityManager.TryGetComponent<NodeContainerComponent>(entity, out var container))
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continue;
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foreach (var node in container.Nodes.Values)
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{
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if (node is PipeNode pipe)
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yield return pipe;
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}
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}
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}
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/// <summary>
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/// Updates the <see cref="ConnectedDirections"/> of this and all sorrounding pipes.
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/// </summary>
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private void OnConnectedDirectionsNeedsUpdating()
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{
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UpdateConnectedDirections();
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UpdateAdjacentConnectedDirections();
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UpdateAppearance();
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}
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/// <summary>
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/// Checks what directions there are connectable pipes in, to update <see cref="ConnectedDirections"/>.
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/// </summary>
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private void UpdateConnectedDirections()
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{
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ConnectedDirections = PipeDirection.None;
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for (var i = 0; i < PipeDirectionHelpers.AllPipeDirections; i++)
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{
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var pipeDir = (PipeDirection) (1 << i);
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if (!PipeDirection.HasDirection(pipeDir))
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continue;
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foreach (var pipe in LinkableNodesInDirection(pipeDir))
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{
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if (pipe.Connectable && pipe.NodeGroupID == NodeGroupID)
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{
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ConnectedDirections |= pipeDir;
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break;
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}
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}
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}
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}
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/// <summary>
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/// Calls <see cref="UpdateConnectedDirections"/> on all adjacent pipes,
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/// to update their <see cref="ConnectedDirections"/> when this pipe is changed.
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/// </summary>
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private void UpdateAdjacentConnectedDirections()
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{
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for (var i = 0; i < PipeDirectionHelpers.PipeDirections; i++)
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{
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var pipeDir = (PipeDirection) (1 << i);
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foreach (var pipe in LinkableNodesInDirection(pipeDir))
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{
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pipe.UpdateConnectedDirections();
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pipe.UpdateAppearance();
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}
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}
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}
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/// <summary>
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/// Updates the <see cref="AppearanceComponent"/>.
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/// Gets the combined <see cref="ConnectedDirections"/> of every pipe on this entity, so the visualizer on this entity can draw the pipe connections.
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/// </summary>
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private void UpdateAppearance()
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance)
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|| !Owner.TryGetComponent(out NodeContainerComponent? container))
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return;
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var netConnectedDirections = PipeDirection.None;
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foreach (var node in container.Nodes.Values)
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{
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if (node is PipeNode pipe)
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{
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netConnectedDirections |= pipe.ConnectedDirections;
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}
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}
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appearance.SetData(PipeVisuals.VisualState, new PipeVisualState(netConnectedDirections));
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}
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}
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}
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