using SS14.Server.GameObjects;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.IoC;
using System;
using System.Linq;
namespace Content.Server.GameObjects.Components.Power
{
///
/// Component that connects to the powernet
///
public class PowerNodeComponent : Component
{
public override string Name => "PowerNode";
///
/// The powernet this node is connected to
///
public Powernet Parent;
///
/// An event handling when this node connects to a powernet
///
public event EventHandler OnPowernetConnect;
///
/// An event handling when this node disconnects from a powernet
///
public event EventHandler OnPowernetDisconnect;
///
/// An event that registers us to a regenerating powernet
///
public event EventHandler OnPowernetRegenerate;
public override void Initialize()
{
TryCreatePowernetConnection();
}
public override void OnRemove()
{
DisconnectFromPowernet();
base.OnRemove();
}
///
/// Find a nearby wire which will have a powernet and connect ourselves to its powernet
///
public void TryCreatePowernetConnection()
{
if (Parent != null)
{
return;
}
var _emanager = IoCManager.Resolve();
var position = Owner.GetComponent().WorldPosition;
var wires = _emanager.GetEntitiesIntersecting(Owner)
.Where(x => x.HasComponent())
.OrderByDescending(x => (x.GetComponent().WorldPosition - position).Length);
var choose = wires.FirstOrDefault();
if (choose != null)
{
var transfer = choose.GetComponent();
if (transfer.Parent != null)
{
ConnectToPowernet(transfer.Parent);
}
}
}
///
/// Triggers event telling power components that we connected to a powernet
///
///
public void ConnectToPowernet(Powernet toconnect)
{
Parent = toconnect;
Parent.NodeList.Add(this);
OnPowernetConnect?.Invoke(this, new PowernetEventArgs(Parent));
}
///
/// Triggers event telling power components that we haven't disconnected but have readded ourselves to a regenerated powernet
///
///
public void RegeneratePowernet(Powernet toconnect)
{
//This removes the device from things that will be powernet disconnected when dirty powernet is killed
Parent.NodeList.Remove(this);
Parent = toconnect;
Parent.NodeList.Add(this);
OnPowernetRegenerate?.Invoke(this, new PowernetEventArgs(Parent));
}
///
/// Triggers event telling power components we have exited any powernets
///
public void DisconnectFromPowernet()
{
if (Parent == null)
{
return;
}
Parent.NodeList.Remove(this);
OnPowernetDisconnect?.Invoke(this, new PowernetEventArgs(Parent));
Parent = null;
}
}
public class PowernetEventArgs : EventArgs
{
public PowernetEventArgs(Powernet powernet)
{
Powernet = powernet;
}
public Powernet Powernet { get; }
}
}