Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/PowerSystem.cs
clusterfack 1f22f8ab6a Power System (Complete) (#25)
* Power Commit 1

* Commit 2

* Powernet Part2, All components essentially complete

* Commit 4

* Commit 5

* Commit 6

Creates prototypes

* Finishes powernet code alpha

Adds prototypes and logic for powernet updating and regeneration

* Adds onremove functionality to all components

Without these bits of logic nothing makes any sense!

* And this

* Fixes a lot of bugs

* Fix powernet thinking devices are duplicates

* Fix bug and add comments

* woop woop thats the sound of the police
2018-02-03 21:35:42 -07:00

48 lines
1.6 KiB
C#

using Content.Server.GameObjects.Components.Power;
using SS14.Shared.GameObjects.System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Content.Shared.GameObjects.EntitySystems
{
public class PowerSystem : EntitySystem
{
public List<Powernet> Powernets = new List<Powernet>();
public override void Update(float frametime)
{
for (int i = 0; i < Powernets.Count; i++)
{
var powernet = Powernets[i];
if (powernet.Dirty)
{
//Tell all the wires of this net to be prepared to create/join new powernets
foreach (var wire in powernet.Wirelist)
{
wire.Regenerating = true;
}
foreach (var wire in powernet.Wirelist)
{
//Only a few wires should pass this if check since each will create and take all the others into its powernet
if (wire.Regenerating)
wire.SpreadPowernet();
}
//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
powernet.DirtyKill();
i--;
}
}
foreach(var powernet in Powernets)
{
powernet.Update(frametime);
}
}
}
}