#nullable enable
using System;
using System.Diagnostics;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
[RegisterComponent]
public class PowerConsumerComponent : BasePowerNetComponent
{
public override string Name => "PowerConsumer";
///
/// How much power this needs to be fully powered.
///
[ViewVariables(VVAccess.ReadWrite)]
public int DrawRate { get => _drawRate; set => SetDrawRate(value); }
[DataField("drawRate")]
private int _drawRate;
///
/// Determines which s receive power when there is not enough
/// power for each.
///
[ViewVariables(VVAccess.ReadWrite)]
public Priority Priority { get => _priority; set => SetPriority(value); }
[DataField("priority")]
private Priority _priority = Priority.First;
///
/// How much power this is currently receiving from s.
///
[ViewVariables]
public int ReceivedPower { get => _receivedPower; set => SetReceivedPower(value); }
private int _receivedPower;
public event EventHandler? OnReceivedPowerChanged;
protected override void AddSelfToNet(IPowerNet powerNet)
{
powerNet.AddConsumer(this);
}
protected override void RemoveSelfFromNet(IPowerNet powerNet)
{
powerNet.RemoveConsumer(this);
}
private void SetDrawRate(int newDrawRate)
{
var oldDrawRate = DrawRate;
_drawRate = newDrawRate; //must be set before updating powernet, as it checks the DrawRate of every consumer
Net.UpdateConsumerDraw(this, oldDrawRate, newDrawRate);
}
private void SetReceivedPower(int newReceivedPower)
{
Debug.Assert(newReceivedPower >= 0 && newReceivedPower <= DrawRate);
if(_receivedPower == newReceivedPower) return;
_receivedPower = newReceivedPower;
OnReceivedPowerChanged?.Invoke(this, new ReceivedPowerChangedEventArgs(_drawRate, _receivedPower));
}
private void SetPriority(Priority newPriority)
{
Net.UpdateConsumerPriority(this, Priority, newPriority);
_priority = newPriority;
}
}
public enum Priority
{
First,
Last,
}
public class ReceivedPowerChangedEventArgs : EventArgs
{
public readonly int DrawRate;
public readonly int ReceivedPower;
public ReceivedPowerChangedEventArgs(int drawRate, int receivedPower)
{
DrawRate = drawRate;
ReceivedPower = receivedPower;
}
}
}