Change over solar panel breakage to use more construction graphs (#5395)
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@@ -1,8 +1,8 @@
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using System;
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using Content.Server.Power.Components;
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using Content.Server.Solar.EntitySystems;
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using Content.Shared.Acts;
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using Robust.Server.GameObjects;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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@@ -16,67 +16,24 @@ namespace Content.Server.Solar.Components
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/// It generates power from the sun based on coverage.
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/// </summary>
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[RegisterComponent]
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public class SolarPanelComponent : Component, IBreakAct
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[Friend(typeof(PowerSolarSystem))]
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public class SolarPanelComponent : Component
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{
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public override string Name => "SolarPanel";
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/// <summary>
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/// Maximum supply output by this panel (coverage = 1)
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/// </summary>
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[DataField("maxsupply")]
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private int _maxSupply = 1500;
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[ViewVariables(VVAccess.ReadWrite)]
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public int MaxSupply
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{
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get => _maxSupply;
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set {
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_maxSupply = value;
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UpdateSupply();
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}
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}
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[DataField("maxSupply")]
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[ViewVariables]
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public int MaxSupply = 1500;
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/// <summary>
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/// Current coverage of this panel (from 0 to 1).
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/// This is updated by <see cref='PowerSolarSystem'/>.
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/// </summary>
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private float _coverage = 0;
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[ViewVariables]
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public float Coverage
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{
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get => _coverage;
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set {
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// This gets updated once-per-tick, so avoid updating it if truly unnecessary
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if (_coverage != value) {
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_coverage = value;
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UpdateSupply();
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}
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}
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}
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/// <summary>
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/// The game time (<see cref='IGameTiming'/>) of the next coverage update.
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/// This may have a random offset applied.
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/// This is used to reduce solar panel updates and stagger them to prevent lagspikes.
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/// This should only be updated by the PowerSolarSystem but is viewable for debugging.
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/// DO NOT WRITE WITHOUT CALLING UpdateSupply()!
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/// </summary>
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[ViewVariables]
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public TimeSpan TimeOfNextCoverageUpdate = TimeSpan.MinValue;
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private void UpdateSupply()
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{
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if (Owner.TryGetComponent<PowerSupplierComponent>(out var supplier))
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{
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supplier.MaxSupply = (int) (_maxSupply * _coverage);
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}
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}
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public void OnBreak(BreakageEventArgs args)
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{
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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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public float Coverage { get; set; } = 0;
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}
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}
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@@ -154,7 +154,6 @@ namespace Content.Server.Solar.EntitySystems
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if (coverage > 0)
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{
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// Determine if the solar panel is occluded, and zero out coverage if so.
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// FIXME: The "Opaque" collision group doesn't seem to work right now.
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var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque);
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var rayCastResults = _physicsSystem.IntersectRayWithPredicate(
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entity.Transform.MapID,
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@@ -167,9 +166,10 @@ namespace Content.Server.Solar.EntitySystems
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// Total coverage calculated; apply it to the panel.
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panel.Coverage = coverage;
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UpdateSupply(panel.OwnerUid, panel);
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}
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private void UpdateSupply(
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public void UpdateSupply(
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EntityUid uid,
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SolarPanelComponent? solar = null,
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PowerSupplierComponent? supplier = null)
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