using SS14.Server.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
using SS14.Shared.Utility;
using System.Collections.Generic;
using System.Linq;
using YamlDotNet.RepresentationModel;
namespace Content.Server.GameObjects.Components.Power
{
///
/// Component that requires power to function
///
public class PowerDeviceComponent : Component
{
public override string Name => "PowerDevice";
///
/// The method of draw we will try to use to place our load set via component parameter, defaults to using power providers
///
public virtual DrawTypes Drawtype { get; protected set; } = DrawTypes.Provider;
///
/// The power draw method we are currently connected to and using
///
public DrawTypes Connected { get; protected set; } = DrawTypes.None;
public bool _powered = false;
///
/// Status indicator variable for powered
///
public virtual bool Powered
{
get => _powered;
set => SetPowered(value);
}
///
/// Priority for powernet draw, lower will draw first, defined in powernet.cs
///
public virtual Powernet.Priority Priority { get; protected set; } = Powernet.Priority.Medium;
private float _load = 100; //arbitrary magic number to start
///
/// Power load from this entity
///
public float Load
{
get => _load;
set { UpdateLoad(value); }
}
///
/// All the power providers that we are within range of
///
public List AvailableProviders = new List();
private PowerProviderComponent _provider;
///
/// A power provider that will handle our load, if we are linked to any
///
public PowerProviderComponent Provider
{
get => _provider;
set {
Connected = DrawTypes.Provider;
if (_provider != null)
{
_provider.RemoveDevice(this);
}
if(value != null)
{
_provider = value;
_provider.AddDevice(this);
}
else
{
Connected = DrawTypes.None;
}
}
}
public override void OnAdd()
{
base.OnAdd();
if (Drawtype == DrawTypes.Both || Drawtype == DrawTypes.Node)
{
if (!Owner.TryGetComponent(out PowerNodeComponent node))
{
Owner.AddComponent();
node = Owner.GetComponent();
}
node.OnPowernetConnect += PowernetConnect;
node.OnPowernetDisconnect += PowernetDisconnect;
node.OnPowernetRegenerate += PowernetRegenerate;
}
}
public override void OnRemove()
{
if (Owner.TryGetComponent(out PowerNodeComponent node))
{
if(node.Parent != null)
{
node.Parent.RemoveDevice(this);
}
node.OnPowernetConnect -= PowernetConnect;
node.OnPowernetDisconnect -= PowernetDisconnect;
node.OnPowernetRegenerate -= PowernetRegenerate;
}
base.OnRemove();
}
public override void LoadParameters(YamlMappingNode mapping)
{
if (mapping.TryGetNode("Drawtype", out YamlNode node))
{
Drawtype = node.AsEnum();
}
if (mapping.TryGetNode("Load", out node))
{
Load = node.AsFloat();
}
if (mapping.TryGetNode("Priority", out node))
{
Priority = node.AsEnum();
}
}
private void UpdateLoad(float value)
{
var oldLoad = _load;
_load = value;
if(Connected == DrawTypes.Node)
{
var node = Owner.GetComponent();
node.Parent.UpdateDevice(this, oldLoad);
}
else if(Connected == DrawTypes.Provider)
{
Provider.UpdateDevice(this, oldLoad);
}
}
///
/// Changes behavior when receiving a command to become powered or depowered
///
///
public virtual void SetPowered(bool value)
{
//Let them set us to true
if (value == true)
{
_powered = true;
return;
}
//A powernet has decided we will not be powered this tick, lets try to power ourselves
if (value == false && Owner.TryGetComponent(out PowerStorageComponent storage))
{
if (storage.CanDeductCharge(Load))
{
storage.DeductCharge(Load);
_powered = true;
return;
}
}
//For some reason above we could not power ourselves, we depower
_powered = false;
return;
}
///
/// Register a new power provider as a possible connection to this device
///
///
public void AddProvider(PowerProviderComponent provider)
{
AvailableProviders.Add(provider);
if(Connected != DrawTypes.Node)
{
ConnectToBestProvider();
}
}
///
/// Find the nearest registered power provider and connect to it
///
private void ConnectToBestProvider()
{
//Any values we can connect to or are we already connected to a node, cancel!
if (!AvailableProviders.Any() || Connected == DrawTypes.Node)
return;
//Get the starting value for our loop
var position = Owner.GetComponent().WorldPosition;
var bestprovider = AvailableProviders[0];
//If we are already connected to a power provider we need to do a loop to find the nearest one, otherwise skip it and use first entry
if (Connected == DrawTypes.Provider)
{
var bestdistance = (bestprovider.Owner.GetComponent().WorldPosition - position).LengthSquared;
foreach (var availprovider in AvailableProviders)
{
//Find distance to new provider
var distance = (availprovider.Owner.GetComponent().WorldPosition - position).LengthSquared;
//If new provider distance is shorter it becomes new best possible provider
if (distance < bestdistance)
{
bestdistance = distance;
bestprovider = availprovider;
}
}
}
if(Provider != bestprovider)
Provider = bestprovider;
}
///
/// Remove a power provider from being a possible connection to this device
///
///
public void RemoveProvider(PowerProviderComponent provider)
{
if (!AvailableProviders.Contains(provider))
return;
AvailableProviders.Remove(provider);
if (Connected != DrawTypes.Node)
{
ConnectToBestProvider();
}
}
///
/// Node has become anchored to a powernet
///
///
///
private void PowernetConnect(object sender, PowernetEventArgs eventarg)
{
//This sets connected = none so it must be first
Provider = null;
eventarg.Powernet.AddDevice(this);
Connected = DrawTypes.Node;
}
///
/// Powernet wire was remove so we need to regenerate the powernet
///
///
///
private void PowernetRegenerate(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddDevice(this);
}
///
/// Node has become unanchored from a powernet
///
///
///
private void PowernetDisconnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.RemoveDevice(this);
Connected = DrawTypes.None;
ConnectToBestProvider();
}
}
public enum DrawTypes
{
None = 0,
Node = 1,
Provider = 2,
Both = 3
}
}