* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
173 lines
5.7 KiB
C#
173 lines
5.7 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
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{
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/// <summary>
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/// Relays <see cref="PowerReceiverComponent"/>s in an area to a <see cref="IApcNet"/> so they can receive power.
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/// </summary>
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public interface IPowerProvider
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{
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void AddReceiver(PowerReceiverComponent receiver);
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void RemoveReceiver(PowerReceiverComponent receiver);
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void UpdateReceiverLoad(int oldLoad, int newLoad);
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public IEntity? ProviderOwner { get; }
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public bool HasApcPower { get; }
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}
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[RegisterComponent]
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public class PowerProviderComponent : BaseApcNetComponent, IPowerProvider
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{
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public override string Name => "PowerProvider";
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public IEntity ProviderOwner => Owner;
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[ViewVariables]
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public bool HasApcPower => Net.Powered;
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/// <summary>
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/// The max distance this can transmit power to <see cref="PowerReceiverComponent"/>s from.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int PowerTransferRange { get => _powerTransferRange; set => SetPowerTransferRange(value); }
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[DataField("powerTransferRange")]
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private int _powerTransferRange = 3;
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[ViewVariables]
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public IReadOnlyList<PowerReceiverComponent> LinkedReceivers => _linkedReceivers;
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private List<PowerReceiverComponent> _linkedReceivers = new();
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/// <summary>
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/// If <see cref="PowerReceiverComponent"/>s should consider connecting to this.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Connectable { get; private set; } = true;
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public static readonly IPowerProvider NullProvider = new NullPowerProvider();
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public void AddReceiver(PowerReceiverComponent receiver)
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{
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var oldLoad = GetTotalLoad();
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_linkedReceivers.Add(receiver);
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var newLoad = oldLoad + receiver.Load;
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Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
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}
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public void RemoveReceiver(PowerReceiverComponent receiver)
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{
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var oldLoad = GetTotalLoad();
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_linkedReceivers.Remove(receiver);
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var newLoad = oldLoad - receiver.Load;
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Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
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}
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public void UpdateReceiverLoad(int oldLoad, int newLoad)
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{
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Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
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}
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protected override void Startup()
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{
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base.Startup();
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foreach (var receiver in FindAvailableReceivers())
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{
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receiver.Provider = this;
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}
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}
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public override void OnRemove()
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{
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Connectable = false;
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var receivers = _linkedReceivers.ToArray();
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foreach (var receiver in receivers)
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{
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receiver.ClearProvider();
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}
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foreach (var receiver in receivers)
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{
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receiver.TryFindAndSetProvider();
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}
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base.OnRemove();
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}
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private List<PowerReceiverComponent> FindAvailableReceivers()
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{
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var nearbyEntities = Owner.EntityManager
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.GetEntitiesInRange(Owner, PowerTransferRange);
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var receivers = new List<PowerReceiverComponent>();
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foreach (var entity in nearbyEntities)
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{
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if (entity.TryGetComponent<PowerReceiverComponent>(out var receiver) &&
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receiver.Connectable &&
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receiver.NeedsProvider &&
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receiver.Owner.Transform.Coordinates.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) &&
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distance < Math.Min(PowerTransferRange, receiver.PowerReceptionRange))
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{
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receivers.Add(receiver);
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}
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}
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return receivers;
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}
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protected override void AddSelfToNet(IApcNet apcNet)
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{
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apcNet.AddPowerProvider(this);
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}
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protected override void RemoveSelfFromNet(IApcNet apcNet)
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{
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apcNet.RemovePowerProvider(this);
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}
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private void SetPowerTransferRange(int newPowerTransferRange)
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{
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var receivers = _linkedReceivers.ToArray();
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foreach (var receiver in receivers)
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{
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receiver.ClearProvider();
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}
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_powerTransferRange = newPowerTransferRange;
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foreach (var receiver in receivers)
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{
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receiver.TryFindAndSetProvider();
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}
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}
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private int GetTotalLoad()
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{
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var load = 0;
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foreach (var receiver in _linkedReceivers)
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{
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load += receiver.Load;
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}
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return load;
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}
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private class NullPowerProvider : IPowerProvider
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{
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/// <summary>
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/// It is important that this returns false, so <see cref="PowerReceiverComponent"/>s with a <see cref="NullPowerProvider"/> have no power.
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/// </summary>
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public bool HasApcPower => false;
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public void AddReceiver(PowerReceiverComponent receiver) { }
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public void RemoveReceiver(PowerReceiverComponent receiver) { }
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public void UpdateReceiverLoad(int oldLoad, int newLoad) { }
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public IEntity? ProviderOwner => default;
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}
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}
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}
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