* basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
96 lines
3.2 KiB
C#
96 lines
3.2 KiB
C#
using System;
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using System.Diagnostics;
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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;
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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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public class PowerConsumerComponent : BasePowerNetComponent
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{
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public override string Name => "PowerConsumer";
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/// <summary>
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/// How much power this needs to be fully powered.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int DrawRate { get => _drawRate; set => SetDrawRate(value); }
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private int _drawRate;
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/// <summary>
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/// Determines which <see cref="PowerConsumerComponent"/>s receive power when there is not enough
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/// power for each.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Priority Priority { get => _priority; set => SetPriority(value); }
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private Priority _priority;
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/// <summary>
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/// How much power this is currently receiving from <see cref="PowerSupplierComponent"/>s.
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/// </summary>
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[ViewVariables]
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public int ReceivedPower { get => _receivedPower; set => SetReceivedPower(value); }
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private int _receivedPower;
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public event EventHandler<ReceivedPowerChangedEventArgs> OnReceivedPowerChanged;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _drawRate, "drawRate", 0);
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serializer.DataField(ref _priority, "priority", Priority.First);
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}
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protected override void AddSelfToNet(IPowerNet powerNet)
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{
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powerNet.AddConsumer(this);
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}
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protected override void RemoveSelfFromNet(IPowerNet powerNet)
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{
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powerNet.RemoveConsumer(this);
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}
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private void SetDrawRate(int newDrawRate)
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{
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var oldDrawRate = DrawRate;
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_drawRate = newDrawRate; //must be set before updating powernet, as it checks the DrawRate of every consumer
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Net.UpdateConsumerDraw(this, oldDrawRate, newDrawRate);
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}
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private void SetReceivedPower(int newReceivedPower)
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{
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Debug.Assert(newReceivedPower >= 0 && newReceivedPower <= DrawRate);
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if(_receivedPower == newReceivedPower) return;
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_receivedPower = newReceivedPower;
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OnReceivedPowerChanged?.Invoke(this, new ReceivedPowerChangedEventArgs(_drawRate, _receivedPower));
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}
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private void SetPriority(Priority newPriority)
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{
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Net.UpdateConsumerPriority(this, Priority, newPriority);
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_priority = newPriority;
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}
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}
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public enum Priority
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{
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First,
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Last,
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}
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public class ReceivedPowerChangedEventArgs : EventArgs
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{
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public readonly int DrawRate;
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public readonly int ReceivedPower;
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public ReceivedPowerChangedEventArgs(int drawRate, int receivedPower)
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{
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DrawRate = drawRate;
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ReceivedPower = receivedPower;
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}
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}
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}
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