using Content.Server.GameObjects.Components.Construction;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Shared.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public sealed class ComputerComponent : SharedComputerComponent, IMapInit
{
[ViewVariables]
private string _boardPrototype;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _boardPrototype, "board", string.Empty);
}
public override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent(out PowerReceiverComponent powerReceiver))
{
if (Owner.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(ComputerVisuals.Powered, powerReceiver.Powered);
}
}
}
protected override void Startup()
{
base.Startup();
CreateComputerBoard();
}
public override void HandleMessage(ComponentMessage message, IComponent component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
PowerReceiverOnOnPowerStateChanged(powerChanged);
break;
}
}
private void PowerReceiverOnOnPowerStateChanged(PowerChangedMessage e)
{
if (Owner.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(ComputerVisuals.Powered, e.Powered);
}
}
///
/// Creates the corresponding computer board on the computer.
/// This exists so when you deconstruct computers that were serialized with the map,
/// you can retrieve the computer board.
///
private void CreateComputerBoard()
{
// We don't do anything if this is null or empty.
if (string.IsNullOrEmpty(_boardPrototype))
return;
var container = ContainerManagerComponent.Ensure("board", Owner, out var existed);
if (existed)
{
// We already contain a board. Note: We don't check if it's the right one!
if (container.ContainedEntities.Count != 0)
return;
}
var board = Owner.EntityManager.SpawnEntity(_boardPrototype, Owner.Transform.Coordinates);
if(!container.Insert(board))
Logger.Warning($"Couldn't insert board {board} to computer {Owner}!");
if (Owner.TryGetComponent(out ConstructionComponent construction))
construction.AddContainer("board");
}
public void MapInit()
{
CreateComputerBoard();
}
}
}