Files
tbd-station-14/Content.Server/GameObjects/Components/Power/PowerNodeComponent.cs
2018-09-09 15:34:43 +02:00

127 lines
4.1 KiB
C#

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