using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
{
///
/// Relays s in an area to a so they can receive power.
///
public interface IPowerProvider
{
void AddReceiver(PowerReceiverComponent receiver);
void RemoveReceiver(PowerReceiverComponent receiver);
void UpdateReceiverLoad(int oldLoad, int newLoad);
public IEntity ProviderOwner { get; }
public bool HasApcPower { get; }
}
[RegisterComponent]
public class PowerProviderComponent : BaseApcNetComponent, IPowerProvider
{
public override string Name => "PowerProvider";
public IEntity ProviderOwner => Owner;
[ViewVariables]
public bool HasApcPower => Net.Powered;
///
/// The max distance this can transmit power to s from.
///
[ViewVariables(VVAccess.ReadWrite)]
public int PowerTransferRange { get => _powerTransferRange; set => SetPowerTransferRange(value); }
private int _powerTransferRange;
[ViewVariables]
public IReadOnlyList LinkedReceivers => _linkedReceivers;
private List _linkedReceivers = new();
///
/// If s should consider connecting to this.
///
[ViewVariables(VVAccess.ReadWrite)]
public bool Connectable { get; private set; } = true;
public static readonly IPowerProvider NullProvider = new NullPowerProvider();
public void AddReceiver(PowerReceiverComponent receiver)
{
var oldLoad = GetTotalLoad();
_linkedReceivers.Add(receiver);
var newLoad = oldLoad + receiver.Load;
Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
}
public void RemoveReceiver(PowerReceiverComponent receiver)
{
var oldLoad = GetTotalLoad();
_linkedReceivers.Remove(receiver);
var newLoad = oldLoad - receiver.Load;
Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
}
public void UpdateReceiverLoad(int oldLoad, int newLoad)
{
Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _powerTransferRange, "powerTransferRange", 3);
}
protected override void Startup()
{
base.Startup();
foreach (var receiver in FindAvailableReceivers())
{
receiver.Provider = this;
}
}
public override void OnRemove()
{
Connectable = false;
var receivers = _linkedReceivers.ToArray();
foreach (var receiver in receivers)
{
receiver.ClearProvider();
}
foreach (var receiver in receivers)
{
receiver.TryFindAndSetProvider();
}
base.OnRemove();
}
private List FindAvailableReceivers()
{
var nearbyEntities = Owner.EntityManager
.GetEntitiesInRange(Owner, PowerTransferRange);
var receivers = new List();
foreach (var entity in nearbyEntities)
{
if (entity.TryGetComponent(out var receiver) &&
receiver.Connectable &&
receiver.NeedsProvider &&
receiver.Owner.Transform.Coordinates.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) &&
distance < Math.Min(PowerTransferRange, receiver.PowerReceptionRange))
{
receivers.Add(receiver);
}
}
return receivers;
}
protected override void AddSelfToNet(IApcNet apcNet)
{
apcNet.AddPowerProvider(this);
}
protected override void RemoveSelfFromNet(IApcNet apcNet)
{
apcNet.RemovePowerProvider(this);
}
private void SetPowerTransferRange(int newPowerTransferRange)
{
var oldLoad = GetTotalLoad();
foreach (var receiver in _linkedReceivers.ToArray())
{
receiver.ClearProvider();
}
_powerTransferRange = newPowerTransferRange;
_linkedReceivers = FindAvailableReceivers();
var newLoad = GetTotalLoad();
Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
}
private int GetTotalLoad()
{
var load = 0;
foreach (var receiver in _linkedReceivers)
{
load += receiver.Load;
}
return load;
}
private class NullPowerProvider : IPowerProvider
{
///
/// It is important that this returns false, so s with a have no power.
///
public bool HasApcPower => false;
public void AddReceiver(PowerReceiverComponent receiver) { }
public void RemoveReceiver(PowerReceiverComponent receiver) { }
public void UpdateReceiverLoad(int oldLoad, int newLoad) { }
public IEntity ProviderOwner => default;
}
}
}