Some Power nullable & ComponentDependency (#3050)
* Power nullability * AME nullability * re-adds EnsureComponents * conflict fix * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * removes duplicate component assignment Co-authored-by: py01 <pyronetics01@gmail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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#nullable enable
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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@@ -1,6 +1,9 @@
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using Robust.Shared.GameObjects;
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using System;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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@@ -13,10 +16,10 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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public override string Name => "BatteryDischarger";
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[ViewVariables]
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private BatteryComponent _battery;
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[ComponentDependency] private BatteryComponent? _battery = default!;
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[ViewVariables]
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private PowerSupplierComponent _supplier;
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[ComponentDependency] private PowerSupplierComponent? _supplier = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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public int ActiveSupplyRate { get => _activeSupplyRate; set => SetActiveSupplyRate(value); }
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@@ -31,14 +34,16 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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public override void Initialize()
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{
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base.Initialize();
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_battery = Owner.EnsureComponent<BatteryComponent>();
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_supplier = Owner.EnsureComponent<PowerSupplierComponent>();
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Owner.EnsureComponentWarn<BatteryComponent>();
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Owner.EnsureComponentWarn<PowerSupplierComponent>();
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UpdateSupplyRate();
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}
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public void Update(float frameTime)
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{
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if (_battery == null)
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return;
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//Simplified implementation - if the battery is empty, and charge is being added to the battery
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//at a lower rate that this is using it, the charge is used without creating power supply.
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_battery.CurrentCharge -= ActiveSupplyRate * frameTime;
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@@ -47,6 +52,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private void UpdateSupplyRate()
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{
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if (_battery == null)
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return;
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if (_battery.BatteryState == BatteryState.Empty)
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{
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SetSupplierSupplyRate(0);
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@@ -59,6 +67,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private void SetSupplierSupplyRate(int newSupplierSupplyRate)
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{
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if (_supplier == null)
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return;
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if (_supplier.SupplyRate != newSupplierSupplyRate)
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{
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_supplier.SupplyRate = newSupplierSupplyRate;
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@@ -1,4 +1,6 @@
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using Robust.Shared.GameObjects;
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -17,10 +19,12 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private int _activeDrawRate;
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[ViewVariables]
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private BatteryComponent _battery;
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[ComponentDependency] private BatteryComponent? _battery = default!;
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[ViewVariables]
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public PowerConsumerComponent Consumer { get; private set; }
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public PowerConsumerComponent? Consumer => _consumer;
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[ComponentDependency] private PowerConsumerComponent? _consumer = default!;
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public override void ExposeData(ObjectSerializer serializer)
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{
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@@ -31,21 +35,26 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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public override void Initialize()
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{
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base.Initialize();
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_battery = Owner.EnsureComponent<BatteryComponent>();
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Consumer = Owner.EnsureComponent<PowerConsumerComponent>();
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Owner.EnsureComponentWarn<BatteryComponent>();
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Owner.EnsureComponentWarn<PowerConsumerComponent>();
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UpdateDrawRate();
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}
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public void Update(float frameTime)
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{
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if (_consumer == null || _battery == null)
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return;
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//Simplified implementation - If a frame adds more power to a partially full battery than it can hold, the power is lost.
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_battery.CurrentCharge += Consumer.ReceivedPower * frameTime;
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_battery.CurrentCharge += _consumer.ReceivedPower * frameTime;
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UpdateDrawRate();
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}
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private void UpdateDrawRate()
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{
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if (_battery == null)
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return;
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if (_battery.BatteryState == BatteryState.Full)
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{
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SetConsumerDraw(0);
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@@ -58,9 +67,12 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private void SetConsumerDraw(int newConsumerDrawRate)
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{
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if (Consumer.DrawRate != newConsumerDrawRate)
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if (_consumer == null)
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return;
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if (_consumer.DrawRate != newConsumerDrawRate)
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{
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Consumer.DrawRate = newConsumerDrawRate;
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_consumer.DrawRate = newConsumerDrawRate;
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}
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}
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Diagnostics;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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@@ -34,7 +35,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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public int ReceivedPower { get => _receivedPower; set => SetReceivedPower(value); }
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private int _receivedPower;
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public event EventHandler<ReceivedPowerChangedEventArgs> OnReceivedPowerChanged;
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public event EventHandler<ReceivedPowerChangedEventArgs>? OnReceivedPowerChanged;
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public override void ExposeData(ObjectSerializer serializer)
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{
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@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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#nullable enable
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -1,20 +1,18 @@
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#nullable enable
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using System;
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using System.Threading;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Singularity;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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@@ -27,19 +25,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private bool _enabled;
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private TimeSpan _coolDownEnd;
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private PhysicsComponent _collidableComponent;
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[ComponentDependency] private readonly PhysicsComponent? _collidableComponent = default!;
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public override void Initialize()
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{
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base.Initialize();
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if (!Owner.TryGetComponent(out _collidableComponent))
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{
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Logger.Error("RadiationCollectorComponent created with no CollidableComponent");
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return;
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent component)
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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@@ -52,7 +40,8 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private void OnAnchoredChanged()
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{
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if(_collidableComponent.Anchored) Owner.SnapToGrid();
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if(_collidableComponent != null && _collidableComponent.Anchored)
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Owner.SnapToGrid();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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@@ -99,7 +88,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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protected void SetAppearance(RadiationCollectorVisualState state)
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
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{
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appearance.SetData(RadiationCollectorVisuals.VisualState, state);
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}
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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@@ -62,7 +63,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private void UpdateSupply()
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{
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if (Owner.TryGetComponent(out PowerSupplierComponent supplier))
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if (Owner.TryGetComponent<PowerSupplierComponent>(out var supplier))
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{
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supplier.SupplyRate = (int) (_maxSupply * _coverage);
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}
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@@ -72,7 +73,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out PowerSupplierComponent _);
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Owner.EnsureComponentWarn<PowerSupplierComponent>();
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UpdateSupply();
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}
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@@ -86,7 +87,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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public void OnBreak(BreakageEventArgs args)
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{
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var sprite = Owner.GetComponent<SpriteComponent>();
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if (!Owner.TryGetComponent<SpriteComponent>(out var sprite))
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return;
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sprite.LayerSetState(0, "broken");
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MaxSupply = 0;
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}
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