Files
tbd-station-14/Content.Server/GameObjects/Components/Power/PowerNetComponents/PowerConsumerComponent.cs
Paul Ritter 6a0aa9b72f Singularity, Particle Accelerator & Radiation Collectors (#2169)
* 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>
2020-10-28 19:19:47 +01:00

96 lines
3.2 KiB
C#

using System;
using System.Diagnostics;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
[RegisterComponent]
public class PowerConsumerComponent : BasePowerNetComponent
{
public override string Name => "PowerConsumer";
/// <summary>
/// How much power this needs to be fully powered.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int DrawRate { get => _drawRate; set => SetDrawRate(value); }
private int _drawRate;
/// <summary>
/// Determines which <see cref="PowerConsumerComponent"/>s receive power when there is not enough
/// power for each.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Priority Priority { get => _priority; set => SetPriority(value); }
private Priority _priority;
/// <summary>
/// How much power this is currently receiving from <see cref="PowerSupplierComponent"/>s.
/// </summary>
[ViewVariables]
public int ReceivedPower { get => _receivedPower; set => SetReceivedPower(value); }
private int _receivedPower;
public event EventHandler<ReceivedPowerChangedEventArgs> OnReceivedPowerChanged;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _drawRate, "drawRate", 0);
serializer.DataField(ref _priority, "priority", Priority.First);
}
protected override void AddSelfToNet(IPowerNet powerNet)
{
powerNet.AddConsumer(this);
}
protected override void RemoveSelfFromNet(IPowerNet powerNet)
{
powerNet.RemoveConsumer(this);
}
private void SetDrawRate(int newDrawRate)
{
var oldDrawRate = DrawRate;
_drawRate = newDrawRate; //must be set before updating powernet, as it checks the DrawRate of every consumer
Net.UpdateConsumerDraw(this, oldDrawRate, newDrawRate);
}
private void SetReceivedPower(int newReceivedPower)
{
Debug.Assert(newReceivedPower >= 0 && newReceivedPower <= DrawRate);
if(_receivedPower == newReceivedPower) return;
_receivedPower = newReceivedPower;
OnReceivedPowerChanged?.Invoke(this, new ReceivedPowerChangedEventArgs(_drawRate, _receivedPower));
}
private void SetPriority(Priority newPriority)
{
Net.UpdateConsumerPriority(this, Priority, newPriority);
_priority = newPriority;
}
}
public enum Priority
{
First,
Last,
}
public class ReceivedPowerChangedEventArgs : EventArgs
{
public readonly int DrawRate;
public readonly int ReceivedPower;
public ReceivedPowerChangedEventArgs(int drawRate, int receivedPower)
{
DrawRate = drawRate;
ReceivedPower = receivedPower;
}
}
}