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Entity.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using Lidgren.Network;
using SS13_Shared;
using SS13_Shared.GO;
namespace GameObject
{
public delegate void EntityShutdownEvent(Entity e);
public interface IEntity
{
string Name { get; set; }
EntityManager EntityManager { get; }
int Uid { get; set; }
bool Initialized { get; set; }
EntityTemplate Template { get; set; }
event EntityShutdownEvent OnShutdown;
/// <summary>
/// Match
///
/// Allows us to fetch entities with a defined SET of components
/// </summary>
/// <param name="query"></param>
/// <returns></returns>
bool Match(EntityQuery query);
/// <summary>
/// Public method to add a component to an entity.
/// Calls the component's onAdd method, which also adds it to the component manager.
/// </summary>
/// <param name="family">the family of component -- there can only be one at a time per family.</param>
/// <param name="component">The component.</param>
void AddComponent(ComponentFamily family, IComponent component);
/// <summary>
/// Public method to remove a component from an entity.
/// Calls the onRemove method of the component, which handles removing it
/// from the component manager and shutting down the component.
/// </summary>
/// <param name="family"></param>
void RemoveComponent(ComponentFamily family);
/// <summary>
/// Checks to see if a component of a certain family exists
/// </summary>
/// <param name="family">componentfamily to check</param>
/// <returns>true if component exists, false otherwise</returns>
bool HasComponent(ComponentFamily family);
T GetComponent<T>(ComponentFamily family) where T : class;
/// <summary>
/// Gets the component of the specified family, if it exists
/// </summary>
/// <param name="family">componentfamily to get</param>
/// <returns></returns>
IComponent GetComponent(ComponentFamily family);
void Shutdown();
List<IComponent> GetComponents();
List<ComponentFamily> GetComponentFamilies();
void SendMessage(object sender, ComponentMessageType type, params object[] args);
/// <summary>
/// Allows components to send messages
/// </summary>
/// <param name="sender">the component doing the sending</param>
/// <param name="type">the type of message</param>
/// <param name="args">message parameters</param>
void SendMessage(object sender, ComponentMessageType type, List<ComponentReplyMessage> replies,
params object[] args);
ComponentReplyMessage SendMessage(object sender, ComponentFamily family, ComponentMessageType type,
params object[] args);
/// <summary>
/// Requests Description string from components and returns it. If no component answers, returns default description from template.
/// </summary>
string GetDescriptionString() //This needs to go here since it can not be bound to any single component.
;
/// <summary>
/// Sends a message to the counterpart component on the server side
/// </summary>
/// <param name="component">Sending component</param>
/// <param name="method">Net Delivery Method</param>
/// <param name="messageParams">Parameters</param>
void SendComponentNetworkMessage(Component component, NetDeliveryMethod method, params object[] messageParams);
/// <summary>
/// Sends a message to the counterpart component on the server side
/// </summary>
/// <param name="component">Sending component</param>
/// <param name="method">Net Delivery Method</param>
/// <param name="recipient">The intended recipient netconnection (if null send to all)</param>
/// <param name="messageParams">Parameters</param>
void SendDirectedComponentNetworkMessage(Component component, NetDeliveryMethod method,
NetConnection recipient, params object[] messageParams);
/// <summary>
/// Client message to server saying component has been instantiated and needs initial data
/// </summary>
/// <param name="component"></param>
[Obsolete("Getting rid of this messaging paradigm")]
void SendComponentInstantiationMessage(Component component);
/// <summary>
/// Sets up variables and shite
/// </summary>
void Initialize();
void HandleNetworkMessage(IncomingEntityMessage message);
/// <summary>
/// Client method to handle an entity state object
/// </summary>
/// <param name="state"></param>
void HandleEntityState(EntityState state);
/// <summary>
/// Serverside method to prepare an entity state object
/// </summary>
/// <returns></returns>
EntityState GetEntityState();
}
public class Entity : IEntity
{
#region Members
/// <summary>
/// Holds this entity's components
/// </summary>
private readonly Dictionary<ComponentFamily, IComponent> _components =
new Dictionary<ComponentFamily, IComponent>();
protected List<Type> ComponentTypes = new List<Type>();
protected IEntityNetworkManager EntityNetworkManager;
public int Uid { get; set; }
public EntityTemplate Template { get; set; }
public string Name { get; set; }
public bool Initialized { get; set; }
public event EntityShutdownEvent OnShutdown;
#endregion
#region constructor
public Entity(EntityManager entityManager)
{
EntityManager = entityManager;
EntityNetworkManager = EntityManager.EntityNetworkManager;
if (EntityManager.EngineType == EngineType.Client)
Initialize();
}
public EntityManager EntityManager { get; private set; }
#endregion
#region Initialization
/// <summary>
/// Sets up variables and shite
/// </summary>
public virtual void Initialize()
{
SendMessage(this, ComponentMessageType.Initialize);
Initialized = true;
}
#endregion
#region Component Messaging
public void SendMessage(object sender, ComponentMessageType type, params object[] args)
{
//LogComponentMessage(sender, type, args);
foreach (Component component in GetComponents())
{
if (_components.ContainsValue(component))
//Check to see if the component is still a part of this entity --- collection may change in process.
component.RecieveMessage(sender, type, args);
}
}
/// <summary>
/// Allows components to send messages
/// </summary>
/// <param name="sender">the component doing the sending</param>
/// <param name="type">the type of message</param>
/// <param name="args">message parameters</param>
public void SendMessage(object sender, ComponentMessageType type, List<ComponentReplyMessage> replies,
params object[] args)
{
//LogComponentMessage(sender, type, args);
foreach (Component component in GetComponents())
{
//Check to see if the component is still a part of this entity --- collection may change in process.
if (_components.ContainsValue(component))
{
if (replies != null)
{
ComponentReplyMessage reply = component.RecieveMessage(sender, type, args);
if (reply.MessageType != ComponentMessageType.Empty)
replies.Add(reply);
}
else
component.RecieveMessage(sender, type, args);
}
}
}
public ComponentReplyMessage SendMessage(object sender, ComponentFamily family, ComponentMessageType type,
params object[] args)
{
//LogComponentMessage(sender, type, args);
if (HasComponent(family))
return GetComponent<Component>(family).RecieveMessage(sender, type, args);
return ComponentReplyMessage.Empty;
}
protected void HandleComponentMessage(IncomingEntityComponentMessage message, NetConnection client)
{
if (GetComponentFamilies().Contains(message.ComponentFamily))
{
GetComponent<Component>(message.ComponentFamily).HandleNetworkMessage(message, client);
}
}
#endregion
#region Network messaging
/// <summary>
/// Sends a message to the counterpart component on the server side
/// </summary>
/// <param name="component">Sending component</param>
/// <param name="method">Net Delivery Method</param>
/// <param name="messageParams">Parameters</param>
public void SendComponentNetworkMessage(Component component, NetDeliveryMethod method,
params object[] messageParams)
{
EntityNetworkManager.SendComponentNetworkMessage(this, component.Family, NetDeliveryMethod.ReliableUnordered,
messageParams);
}
/// <summary>
/// Sends a message to the counterpart component on the server side
/// </summary>
/// <param name="component">Sending component</param>
/// <param name="method">Net Delivery Method</param>
/// <param name="recipient">The intended recipient netconnection (if null send to all)</param>
/// <param name="messageParams">Parameters</param>
public void SendDirectedComponentNetworkMessage(Component component, NetDeliveryMethod method,
NetConnection recipient, params object[] messageParams)
{
if (!Initialized)
return;
EntityNetworkManager.SendDirectedComponentNetworkMessage(this, component.Family,
method, recipient,
messageParams);
}
/// <summary>
/// Client message to server saying component has been instantiated and needs initial data
/// </summary>
/// <param name="component"></param>
[Obsolete("Getting rid of this messaging paradigm")]
public void SendComponentInstantiationMessage(Component component)
{
if (EntityManager.EngineType == EngineType.Server)
return;
if (component == null)
throw new Exception("Component is null");
EntityNetworkManager.SendEntityNetworkMessage(this, EntityMessage.ComponentInstantiationMessage,
component.Family);
}
/// <summary>
/// Func to handle an incoming network message
/// </summary>
/// <param name="message"></param>
public virtual void HandleNetworkMessage(IncomingEntityMessage message)
{
switch (message.MessageType)
{
case EntityMessage.ComponentMessage:
HandleComponentMessage((IncomingEntityComponentMessage) message.Message, message.Sender);
break;
case EntityMessage.ComponentInstantiationMessage: //Server Only
HandleComponentInstantiationMessage(message);
break;
}
}
/// <summary>
/// Server-side method to handle instantiation messages from client-side components
/// asking for initialization data
/// </summary>
/// <param name="message">Message from client</param>
protected void HandleComponentInstantiationMessage(IncomingEntityMessage message)
{
if (HasComponent((ComponentFamily) message.Message))
GetComponent<Component>((ComponentFamily) message.Message).HandleInstantiationMessage(message.Sender);
}
#endregion
#region IEntity Members
/// <summary>
/// Requests Description string from components and returns it. If no component answers, returns default description from template.
/// </summary>
public string GetDescriptionString() //This needs to go here since it can not be bound to any single component.
{
var replies = new List<ComponentReplyMessage>();
SendMessage(this, ComponentMessageType.GetDescriptionString, replies);
if (replies.Any())
return
(string)
replies.First(x => x.MessageType == ComponentMessageType.GetDescriptionString).ParamsList[0];
//If you dont answer with a string then fuck you.
return Template.Description;
}
#endregion
#region Entity Systems
/// <summary>
/// Match
///
/// Allows us to fetch entities with a defined SET of components
/// </summary>
/// <param name="query"></param>
/// <returns></returns>
public bool Match(EntityQuery query)
{
// Empty queries always result in a match - equivalent to SELECT * FROM ENTITIES
if (!(query.Exclusionset.Any() || query.OneSet.Any() || query.AllSet.Any()))
return true;
//If there is an EXCLUDE set, and the entity contains any component types in that set, or subtypes of them, the entity is excluded.
bool matched =
!(query.Exclusionset.Any() && query.Exclusionset.Any(t => ComponentTypes.Any(t.IsAssignableFrom)));
//If there are no matching exclusions, and the entity matches the ALL set, the entity is included
if (matched && query.AllSet.Any() && query.AllSet.Any(t => !ComponentTypes.Any(t.IsAssignableFrom)))
matched = false;
//If the entity matches so far, and it matches the ONE set, it matches.
if (matched && query.OneSet.Any() && !query.OneSet.Any(t => ComponentTypes.Any(t.IsAssignableFrom)))
matched = false;
return matched;
}
#endregion
#region Component Events
//Convenience thing.
public void SubscribeEvent<T>(EntityEventHandler<EntityEventArgs> evh, IEntityEventSubscriber s) where T : EntityEventArgs
{
EntityManager.SubscribeEvent<T>(evh, s);
}
public void UnsubscribeEvent<T>(IEntityEventSubscriber s) where T : EntityEventArgs
{
EntityManager.UnsubscribeEvent<T>(s);
}
public void RaiseEvent(EntityEventArgs toRaise)
{
EntityManager.RaiseEvent(this, toRaise);
}
#endregion
#region Components
/// <summary>
/// Public method to add a component to an entity.
/// Calls the component's onAdd method, which also adds it to the component manager.
/// </summary>
/// <param name="family">the family of component -- there can only be one at a time per family.</param>
/// <param name="component">The component.</param>
public void AddComponent(ComponentFamily family, IComponent component)
{
if (_components.Keys.Contains(family))
RemoveComponent(family);
_components.Add(family, component);
component.OnAdd(this);
UpdateComponentTypes();
}
/// <summary>
/// Public method to remove a component from an entity.
/// Calls the onRemove method of the component, which handles removing it
/// from the component manager and shutting down the component.
/// </summary>
/// <param name="family"></param>
public void RemoveComponent(ComponentFamily family)
{
if (!_components.Keys.Contains(family)) return;
UpdateComponentTypes();
EntityManager.RemoveSubscribedEvents(_components[family]);
_components[family].OnRemove();
_components.Remove(family);
}
/// <summary>
/// Checks to see if a component of a certain family exists
/// </summary>
/// <param name="family">componentfamily to check</param>
/// <returns>true if component exists, false otherwise</returns>
public bool HasComponent(ComponentFamily family)
{
return _components.ContainsKey(family);
}
public T GetComponent<T>(ComponentFamily family) where T : class
{
if (GetComponent(family) is T)
return (T) GetComponent(family);
return null;
}
/// <summary>
/// Gets the component of the specified family, if it exists
/// </summary>
/// <param name="family">componentfamily to get</param>
/// <returns></returns>
public IComponent GetComponent(ComponentFamily family)
{
return _components.ContainsKey(family) ? _components[family] : null;
}
public virtual void Shutdown()
{
foreach (IComponent component in _components.Values)
{
component.OnRemove();
}
_components.Clear();
ComponentTypes.Clear();
}
public List<IComponent> GetComponents()
{
return _components.Values.ToList();
}
public List<ComponentFamily> GetComponentFamilies()
{
return _components.Keys.ToList();
}
protected void UpdateComponentTypes()
{
ComponentTypes = _components.Values.Select(t => t.GetType()).ToList();
}
#endregion
#region GameState Stuff
/// <summary>
/// Client method to handle an entity state object
/// </summary>
/// <param name="state"></param>
public void HandleEntityState(EntityState state)
{
/*if(Position.X != state.StateData.Position.X || Position.Y != state.StateData.Position.Y)
{
Position = state.StateData.Position;
Moved();
}*/
Name = state.StateData.Name;
var synchedComponentTypes = state.StateData.SynchedComponentTypes;
foreach(var t in synchedComponentTypes)
{
if(HasComponent(t.Item1) && GetComponent(t.Item1).GetType().Name != t.Item2)
RemoveComponent(t.Item1);
if(!HasComponent(t.Item1))
AddComponent(t.Item1, EntityManager.ComponentFactory.GetComponent(t.Item2));
}
foreach (ComponentState compState in state.ComponentStates)
{
compState.ReceivedTime = state.ReceivedTime;
if (HasComponent(compState.Family))
{
IComponent comp = GetComponent(compState.Family);
Type stateType = comp.StateType;
if (compState.GetType() == stateType)
{
comp.HandleComponentState(compState);
}
}
}
}
/// <summary>
/// Serverside method to prepare an entity state object
/// </summary>
/// <returns></returns>
public EntityState GetEntityState()
{
List<ComponentState> compStates = GetComponentStates();
List<Tuple<ComponentFamily, string>> synchedComponentTypes = _components
.Where(t => EntityManager.SynchedComponentTypes.Contains(t.Key))
.Select(
t => new Tuple<ComponentFamily, string>(t.Key, t.Value.GetType().Name)
).ToList();
var es = new EntityState(
Uid,
compStates,
Template.Name,
Name,
synchedComponentTypes);
return es;
}
/// <summary>
/// Server-side method to get the state of all our components
/// </summary>
/// <returns></returns>
private List<ComponentState> GetComponentStates()
{
var stateComps = new List<ComponentState>();
foreach (Component component in GetComponents())
{
ComponentState componentState = component.GetComponentState();
stateComps.Add(componentState);
}
return stateComps;
}
#endregion
}
}