using System;
using System.Linq;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power
{
///
/// Component that connects to the powernet
///
[RegisterComponent]
public class PowerNodeComponent : Component
{
public override string Name => "PowerNode";
///
/// The powernet this node is connected to
///
[ViewVariables]
public Powernet Parent { get; set; }
///
/// 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;
protected override void Startup()
{
base.Startup();
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 position = Owner.Transform.WorldPosition;
var sgc = Owner.GetComponent();
var wire = sgc.GetCardinalNeighborCells()
.SelectMany(x => x.GetLocal()).Distinct()
.Select(x => x.TryGetComponent(out var c) ? c : null)
.Where(x => x != null).Distinct()
.ToArray()
.OrderByDescending(x => (x.Owner.Transform.WorldPosition - position).Length)
.FirstOrDefault();
if (wire?.Parent != null)
{
ConnectToPowernet(wire.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; }
}
}