* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
78 lines
2.7 KiB
C#
78 lines
2.7 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class SolarControlConsoleComponent : SharedSolarControlConsoleComponent, IActivate
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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private PowerSolarSystem _powerSolarSystem = default!;
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private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SolarControlConsoleUiKey.Key);
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
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}
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Owner.EnsureComponent<PowerReceiverComponent>();
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_powerSolarSystem = _entitySystemManager.GetEntitySystem<PowerSolarSystem>();
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}
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public void UpdateUIState()
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{
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UserInterface?.SetState(new SolarControlConsoleBoundInterfaceState(_powerSolarSystem.TargetPanelRotation, _powerSolarSystem.TargetPanelVelocity, _powerSolarSystem.TotalPanelPower, _powerSolarSystem.TowardsSun));
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}
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private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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switch (obj.Message)
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{
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case SolarControlConsoleAdjustMessage msg:
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if (double.IsFinite(msg.Rotation))
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{
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_powerSolarSystem.TargetPanelRotation = msg.Rotation.Reduced();
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}
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if (double.IsFinite(msg.AngularVelocity))
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{
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_powerSolarSystem.TargetPanelVelocity = msg.AngularVelocity.Reduced();
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}
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break;
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}
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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if (!Powered)
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{
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return;
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}
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// always update the UI immediately before opening, just in case
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UpdateUIState();
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UserInterface?.Open(actor.playerSession);
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}
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}
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}
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