using Content.Server.GameObjects.EntitySystems; using SS14.Server.GameObjects; using SS14.Server.Interfaces.GameObjects; using SS14.Shared.GameObjects; using SS14.Shared.IoC; using System.Linq; using SS14.Shared.Interfaces.GameObjects; using Content.Server.GameObjects.Components.Interactable.Tools; using SS14.Shared.Interfaces.GameObjects.Components; using SS14.Shared.ViewVariables; namespace Content.Server.GameObjects.Components.Power { /// /// Component to transfer power to nearby components, can create powernets and connect to nodes /// public class PowerTransferComponent : Component, IAttackby { public override string Name => "PowerTransfer"; /// /// The powernet this component is connected to /// [ViewVariables] public Powernet Parent { get; set; } [ViewVariables] public bool Regenerating { get; set; } = false; public override void Initialize() { if (Parent == null) { SpreadPowernet(); } } public override void OnRemove() { DisconnectFromPowernet(); base.OnRemove(); } /// /// Searches for local powernets to connect to, otherwise creates its own, and spreads powernet to nearby entities /// public void SpreadPowernet() { var _emanager = IoCManager.Resolve(); var position = Owner.GetComponent().WorldPosition; var wires = _emanager.GetEntitiesInRange(Owner, 1.1f) //arbitrarily low, just scrape things //wip .Where(x => x.HasComponent()); //we have no parent so lets find a partner we can join his powernet if (Parent == null || Regenerating) { foreach (var wire in wires) { var ptc = wire.GetComponent(); if (ptc.CanConnectTo()) { ConnectToPowernet(ptc.Parent); break; } } //we couldn't find a partner so none must have spread yet, lets make our own powernet to spread if (Parent == null || Regenerating) { var powernew = new Powernet(); ConnectToPowernet(powernew); } } //Find nodes intersecting us and if not already assigned to a powernet assign them to us var nodes = _emanager.GetEntitiesIntersecting(Owner) .Where(x => x.HasComponent()) .Select(x => x.GetComponent()); foreach (var node in nodes) { if (node.Parent == null) { node.ConnectToPowernet(Parent); } else if (node.Parent.Dirty) { node.RegeneratePowernet(Parent); } } //spread powernet to nearby wires which haven't got one yet, and tell them to spread as well foreach (var wire in wires) { var ptc = wire.GetComponent(); if (ptc.Parent == null || Regenerating) { ptc.ConnectToPowernet(Parent); ptc.SpreadPowernet(); } else if (ptc.Parent != Parent && !ptc.Parent.Dirty) { Parent.MergePowernets(ptc.Parent); } } } /// /// Called when connecting to a new powernet, either on creation or on regeneration /// /// public void ConnectToPowernet(Powernet toconnect) { Parent = toconnect; Parent.WireList.Add(this); Regenerating = false; } /// /// Called when we are removed and telling the powernet that it is now dirty and must regenerate /// public void DisconnectFromPowernet() { Parent.WireList.Remove(this); Parent.Dirty = true; Parent = null; } public bool CanConnectTo() { return Parent != null && Parent.Dirty == false && !Regenerating; } public bool Attackby(IEntity user, IEntity attackwith) { if (attackwith.TryGetComponent(out WirecutterComponent wirecutter)) { Owner.Delete(); return true; } return false; } } }