using System.Collections.Generic; using System.Linq; using Content.Server.NodeContainer.NodeGroups; using Content.Server.NodeContainer.Nodes; using Content.Server.Power.Components; using Content.Server.Power.EntitySystems; using Content.Server.Power.Pow3r; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Maths; using Robust.Shared.ViewVariables; namespace Content.Server.Power.NodeGroups { public interface IPowerNet : IBasePowerNet { void AddSupplier(PowerSupplierComponent supplier); void RemoveSupplier(PowerSupplierComponent supplier); void AddDischarger(BatteryDischargerComponent discharger); void RemoveDischarger(BatteryDischargerComponent discharger); void AddCharger(BatteryChargerComponent charger); void RemoveCharger(BatteryChargerComponent charger); } [NodeGroup(NodeGroupID.HVPower, NodeGroupID.MVPower)] [UsedImplicitly] public sealed class PowerNet : BaseNetConnectorNodeGroup, IPowerNet { private readonly PowerNetSystem _powerNetSystem = EntitySystem.Get(); [ViewVariables] public readonly List Suppliers = new(); [ViewVariables] public readonly List Consumers = new(); [ViewVariables] public readonly List Chargers = new(); [ViewVariables] public readonly List Dischargers = new(); [ViewVariables] public PowerState.Network NetworkNode { get; } = new(); public override void Initialize(Node sourceNode) { base.Initialize(sourceNode); _powerNetSystem.InitPowerNet(this); } public override void AfterRemake(IEnumerable> newGroups) { base.AfterRemake(newGroups); _powerNetSystem.DestroyPowerNet(this); } protected override void SetNetConnectorNet(IBaseNetConnectorComponent netConnectorComponent) { netConnectorComponent.Net = this; } public void AddSupplier(PowerSupplierComponent supplier) { supplier.NetworkSupply.LinkedNetwork = default; Suppliers.Add(supplier); _powerNetSystem.QueueReconnectPowerNet(this); } public void RemoveSupplier(PowerSupplierComponent supplier) { supplier.NetworkSupply.LinkedNetwork = default; Suppliers.Remove(supplier); _powerNetSystem.QueueReconnectPowerNet(this); } public void AddConsumer(PowerConsumerComponent consumer) { consumer.NetworkLoad.LinkedNetwork = default; Consumers.Add(consumer); _powerNetSystem.QueueReconnectPowerNet(this); } public void RemoveConsumer(PowerConsumerComponent consumer) { consumer.NetworkLoad.LinkedNetwork = default; Consumers.Remove(consumer); _powerNetSystem.QueueReconnectPowerNet(this); } public void AddDischarger(BatteryDischargerComponent discharger) { var battery = IoCManager.Resolve().GetComponent(discharger.Owner); battery.NetworkBattery.LinkedNetworkCharging = default; Dischargers.Add(discharger); _powerNetSystem.QueueReconnectPowerNet(this); } public void RemoveDischarger(BatteryDischargerComponent discharger) { // Can be missing if the entity is being deleted, not a big deal. if (IoCManager.Resolve().TryGetComponent(discharger.Owner, out PowerNetworkBatteryComponent? battery)) battery.NetworkBattery.LinkedNetworkCharging = default; Dischargers.Remove(discharger); _powerNetSystem.QueueReconnectPowerNet(this); } public void AddCharger(BatteryChargerComponent charger) { var battery = IoCManager.Resolve().GetComponent(charger.Owner); battery.NetworkBattery.LinkedNetworkCharging = default; Chargers.Add(charger); _powerNetSystem.QueueReconnectPowerNet(this); } public void RemoveCharger(BatteryChargerComponent charger) { // Can be missing if the entity is being deleted, not a big deal. if (IoCManager.Resolve().TryGetComponent(charger.Owner, out PowerNetworkBatteryComponent? battery)) battery.NetworkBattery.LinkedNetworkCharging = default; Chargers.Remove(charger); _powerNetSystem.QueueReconnectPowerNet(this); } public override string? GetDebugData() { // This is just recycling the multi-tool examine. var ps = _powerNetSystem.GetNetworkStatistics(NetworkNode); float storageRatio = ps.InStorageCurrent / Math.Max(ps.InStorageMax, 1.0f); float outStorageRatio = ps.OutStorageCurrent / Math.Max(ps.OutStorageMax, 1.0f); return @$"Current Supply: {ps.SupplyCurrent:G3} From Batteries: {ps.SupplyBatteries:G3} Theoretical Supply: {ps.SupplyTheoretical:G3} Ideal Consumption: {ps.Consumption:G3} Input Storage: {ps.InStorageCurrent:G3} / {ps.InStorageMax:G3} ({storageRatio:P1}) Output Storage: {ps.OutStorageCurrent:G3} / {ps.OutStorageMax:G3} ({outStorageRatio:P1})"; } } }