using SS14.Server.GameObjects;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using YamlDotNet.RepresentationModel;
namespace Content.Server.GameObjects.Components.Power
{
///
/// Component that wirelessly connects and powers devices, connects to powernet via node and can be combined with internal storage component
///
public class PowerProviderComponent : PowerDeviceComponent
{
public override string Name => "PowerProvider";
///
public override DrawTypes Drawtype { get; protected set; } = DrawTypes.Node;
///
/// Variable that determines the range that the power provider will try to supply power to
///
public int PowerRange { get; private set; } = 0;
///
/// List storing all the power devices that we are currently providing power to
///
public SortedSet Deviceloadlist = new SortedSet(new Powernet.DevicePriorityCompare());
public List DepoweredDevices = new List();
public override Powernet.Priority Priority { get; protected set; } = Powernet.Priority.Provider;
public override void LoadParameters(YamlMappingNode mapping)
{
if (mapping.TryGetNode("Range", out YamlNode node))
{
PowerRange = node.AsInt();
}
if (mapping.TryGetNode("Priority", out node))
{
Priority = node.AsEnum();
}
}
///
public override void SetPowered(bool value)
{
//Let them set us true, we must now power all the devices that rely on us for energy
if (value == true)
{
PowerAllDevices();
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))
{
//Can the storage cover powering all our devices and us? If so power all
if (storage.CanDeductCharge(Load))
{
storage.DeductCharge(Load);
_powered = true;
return;
}
//Does the storage even have any power to give us? If so power as much as we can
else if (storage.RequestAllCharge() != 0)
{
var depowervalue = storage.RequestAllCharge() - Load;
_powered = true;
//See code in powernet for same functionality
foreach (var device in Deviceloadlist)
{
device.Powered = false;
DepoweredDevices.Add(device);
depowervalue -= device.Load;
if (depowervalue < 0)
break;
}
return;
}
//Storage doesn't have anything, depower everything
else if(storage.RequestAllCharge() == 0)
{
DepowerAllDevices();
return;
}
}
//For some reason above we could not power ourselves, we depower ourselves and all devices
DepowerAllDevices();
return;
}
private void PowerAllDevices()
{
_powered = true;
foreach (var device in DepoweredDevices)
{
device.Powered = true;
}
DepoweredDevices.Clear();
}
private void DepowerAllDevices()
{
_powered = false;
foreach (var device in DepoweredDevices)
{
device.Powered = false;
}
}
private void PowernetConnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddDevice(this);
Connected = DrawTypes.Node;
//Find devices within range to take under our control
var _emanager = IoCManager.Resolve();
var position = Owner.GetComponent().WorldPosition;
var entities = _emanager.GetEntitiesInRange(Owner, PowerRange)
.Where(x => x.HasComponent());
foreach (var entity in entities)
{
var device = entity.GetComponent();
//Make sure the device can accept power providers to give it power
if (device.Drawtype == DrawTypes.Provider || device.Drawtype == DrawTypes.Both)
{
device.AddProvider(this);
}
}
}
private void PowernetRegenerate(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddDevice(this);
}
private void PowernetDisconnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.RemoveDevice(this);
Connected = DrawTypes.None;
//We don't want to make the devices under us think we're still a valid provider if we have no powernet to connect to
foreach (var device in Deviceloadlist)
{
device.RemoveProvider(this);
}
}
///
/// Register a continuous load from a device connected to the powernet
///
public void AddDevice(PowerDeviceComponent device)
{
Deviceloadlist.Add(device);
Load += device.Load;
if (!device.Powered)
DepoweredDevices.Add(device);
}
///
/// Update one of the loads from a deviceconnected to the powernet
///
public void UpdateDevice(PowerDeviceComponent device, float oldLoad)
{
if (Deviceloadlist.Contains(device))
{
Load -= oldLoad;
Load += device.Load;
}
}
///
/// Remove a continuous load from a device connected to the powernet
///
public void RemoveDevice(PowerDeviceComponent device)
{
if (Deviceloadlist.Contains(device))
{
Load -= device.Load;
Deviceloadlist.Remove(device);
if (DepoweredDevices.Contains(device))
DepoweredDevices.Remove(device);
}
else
{
var name = device.Owner.Prototype.Name;
Logger.Log(String.Format("We tried to remove a device twice from the same {0} somehow, prototype {1}", Name, name));
}
}
}
}