ECS computers (#6353)

This commit is contained in:
metalgearsloth
2022-02-03 10:20:17 +11:00
committed by GitHub
parent 796329cf17
commit 32a1f6ae93
5 changed files with 89 additions and 103 deletions

View File

@@ -0,0 +1,70 @@
using Content.Server.Construction.Components;
using Content.Server.Power.Components;
using Content.Shared.Computer;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
namespace Content.Server.Construction;
public sealed partial class ConstructionSystem
{
private void InitializeComputer()
{
SubscribeLocalEvent<ComputerComponent, ComponentInit>(OnCompInit);
SubscribeLocalEvent<ComputerComponent, MapInitEvent>(OnCompMapInit);
SubscribeLocalEvent<ComputerComponent, PowerChangedEvent>(OnCompPowerChange);
}
private void OnCompInit(EntityUid uid, ComputerComponent component, ComponentInit args)
{
// Let's ensure the container manager and container are here.
_container.EnsureContainer<Container>(uid, "board");
if (TryComp<ApcPowerReceiverComponent>(uid, out var powerReceiver) &&
TryComp<AppearanceComponent>(uid, out var appearance))
{
appearance.SetData(ComputerVisuals.Powered, powerReceiver.Powered);
}
}
private void OnCompMapInit(EntityUid uid, ComputerComponent component, MapInitEvent args)
{
CreateComputerBoard(component);
}
private void OnCompPowerChange(EntityUid uid, ComputerComponent component, PowerChangedEvent args)
{
if (TryComp<AppearanceComponent>(uid, out var appearance))
{
appearance.SetData(ComputerVisuals.Powered, args.Powered);
}
}
/// <summary>
/// Creates the corresponding computer board on the computer.
/// This exists so when you deconstruct computers that were serialized with the map,
/// you can retrieve the computer board.
/// </summary>
private void CreateComputerBoard(ComputerComponent component)
{
// Ensure that the construction component is aware of the board container.
if (TryComp<ConstructionComponent>(component.Owner, out var construction))
AddContainer(component.Owner, "board", construction);
// We don't do anything if this is null or empty.
if (string.IsNullOrEmpty(component.BoardPrototype))
return;
var container = _container.EnsureContainer<Container>(component.Owner, "board");
// We already contain a board. Note: We don't check if it's the right one!
if (container.ContainedEntities.Count != 0)
return;
var board = EntityManager.SpawnEntity(component.BoardPrototype, Transform(component.Owner).Coordinates);
if(!container.Insert(board))
Logger.Warning($"Couldn't insert board {board} to computer {component.Owner}!");
}
}