ApcNet updating fix (#3078)

* GridPowerComponent

* ApcNet Powered update bugfix

* PowerTest fix

* Add GridPower to Saltern

* test fix

* Update canceling cleanup

* code cleanup

* nullable & code cleanup for test

* undo power test nullable

* Replaces GridPowerSystem with ApcNetSystem

* build fix

* Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
collinlunn
2021-02-17 06:51:30 -07:00
committed by GitHub
parent 55d65889ae
commit fabc580df9
5 changed files with 101 additions and 14 deletions

View File

@@ -1,8 +1,12 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
@@ -23,6 +27,8 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
void UpdatePowerProviderReceivers(PowerProviderComponent provider, int oldLoad, int newLoad);
void Update(float frameTime);
GridId? GridId { get; }
}
[NodeGroup(NodeGroupID.Apc)]
@@ -44,10 +50,52 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
[ViewVariables]
private int TotalPowerReceiverLoad { get => _totalPowerReceiverLoad; set => SetTotalPowerReceiverLoad(value); }
GridId? IApcNet.GridId => GridId;
private int _totalPowerReceiverLoad = 0;
public static readonly IApcNet NullNet = new NullApcNet();
public override void Initialize(Node sourceNode)
{
base.Initialize(sourceNode);
EntitySystem.Get<ApcNetSystem>().AddApcNet(this);
}
protected override void AfterRemake(IEnumerable<INodeGroup> newGroups)
{
base.AfterRemake(newGroups);
foreach (var group in newGroups)
{
if (group is not ApcNetNodeGroup apcNet)
continue;
apcNet.Powered = Powered;
}
StopUpdates();
}
protected override void OnGivingNodesForCombine(INodeGroup newGroup)
{
base.OnGivingNodesForCombine(newGroup);
if (newGroup is ApcNetNodeGroup apcNet)
{
apcNet.Powered = Powered;
}
StopUpdates();
}
private void StopUpdates()
{
EntitySystem.Get<ApcNetSystem>().RemoveApcNet(this);
}
#region IApcNet Methods
protected override void SetNetConnectorNet(BaseApcNetComponent netConnectorComponent)
@@ -57,7 +105,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
public void AddApc(ApcComponent apc)
{
if (!apc.Owner.TryGetComponent<BatteryComponent>(out var battery))
if (!apc.Owner.TryGetComponent(out BatteryComponent? battery))
{
return;
}
@@ -162,7 +210,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
/// It is important that this returns false, so <see cref="PowerProviderComponent"/>s with a <see cref="NullApcNet"/> have no power.
/// </summary>
public bool Powered => false;
public GridId? GridId => default;
public void AddApc(ApcComponent apc) { }
public void AddPowerProvider(PowerProviderComponent provider) { }
public void RemoveApc(ApcComponent apc) { }