ECS computers (#6353)
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70
Content.Server/Construction/ConstructionSystem.Computer.cs
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70
Content.Server/Construction/ConstructionSystem.Computer.cs
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using Content.Server.Construction.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Computer;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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namespace Content.Server.Construction;
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public sealed partial class ConstructionSystem
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{
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private void InitializeComputer()
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{
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SubscribeLocalEvent<ComputerComponent, ComponentInit>(OnCompInit);
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SubscribeLocalEvent<ComputerComponent, MapInitEvent>(OnCompMapInit);
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SubscribeLocalEvent<ComputerComponent, PowerChangedEvent>(OnCompPowerChange);
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}
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private void OnCompInit(EntityUid uid, ComputerComponent component, ComponentInit args)
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{
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// Let's ensure the container manager and container are here.
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_container.EnsureContainer<Container>(uid, "board");
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if (TryComp<ApcPowerReceiverComponent>(uid, out var powerReceiver) &&
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TryComp<AppearanceComponent>(uid, out var appearance))
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{
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appearance.SetData(ComputerVisuals.Powered, powerReceiver.Powered);
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}
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}
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private void OnCompMapInit(EntityUid uid, ComputerComponent component, MapInitEvent args)
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{
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CreateComputerBoard(component);
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}
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private void OnCompPowerChange(EntityUid uid, ComputerComponent component, PowerChangedEvent args)
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{
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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{
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appearance.SetData(ComputerVisuals.Powered, args.Powered);
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}
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}
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/// <summary>
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/// Creates the corresponding computer board on the computer.
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/// This exists so when you deconstruct computers that were serialized with the map,
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/// you can retrieve the computer board.
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/// </summary>
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private void CreateComputerBoard(ComputerComponent component)
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{
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// Ensure that the construction component is aware of the board container.
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if (TryComp<ConstructionComponent>(component.Owner, out var construction))
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AddContainer(component.Owner, "board", construction);
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// We don't do anything if this is null or empty.
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if (string.IsNullOrEmpty(component.BoardPrototype))
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return;
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var container = _container.EnsureContainer<Container>(component.Owner, "board");
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// We already contain a board. Note: We don't check if it's the right one!
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if (container.ContainedEntities.Count != 0)
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return;
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var board = EntityManager.SpawnEntity(component.BoardPrototype, Transform(component.Owner).Coordinates);
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if(!container.Insert(board))
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Logger.Warning($"Couldn't insert board {board} to computer {component.Owner}!");
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}
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}
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