Jesus. Tons of fixes, refactors and other things. The powernet's code is still awful though.
71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
using Content.Server.GameObjects.Components.Power;
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using SS14.Shared.GameObjects.System;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.IoC;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public class PowerSystem : EntitySystem
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{
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public List<Powernet> Powernets = new List<Powernet>();
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private IComponentManager componentManager;
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private int _lastUid = 0;
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public override void Initialize()
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{
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base.Initialize();
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componentManager = IoCManager.Resolve<IComponentManager>();
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}
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public int NewUid()
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{
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return ++_lastUid;
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}
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public override void Update(float frametime)
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{
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for (int i = 0; i < Powernets.Count; i++)
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{
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var powernet = Powernets[i];
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if (powernet.Dirty)
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{
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//Tell all the wires of this net to be prepared to create/join new powernets
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foreach (var wire in powernet.WireList)
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{
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wire.Regenerating = true;
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}
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foreach (var wire in powernet.WireList)
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{
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//Only a few wires should pass this if check since each will create and take all the others into its powernet
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if (wire.Regenerating)
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wire.SpreadPowernet();
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}
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//At this point all wires will have found/joined new powernet, all capable nodes will have joined them as well and removed themselves from nodelist
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powernet.DirtyKill();
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i--;
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}
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}
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foreach (var powernet in Powernets)
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{
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powernet.Update(frametime);
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}
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// Draw power for devices not connected to anything.
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foreach (var device in componentManager.GetComponents<PowerDeviceComponent>())
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{
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device.ProcessInternalPower(frametime);
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}
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}
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}
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}
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