Files
tbd-station-14/Content.Server/Power/PowerWireAction.cs
Flipp Syder 2c6158e115 Wires refactor (#7699)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-05-06 12:35:06 +10:00

267 lines
8.0 KiB
C#

using System;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.DoAfter;
using Content.Server.Electrocution;
using Content.Server.Power.Components;
using Content.Server.Wires;
using Content.Shared.Power;
using Content.Shared.Wires;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Power;
// Generic power wire action. Use on anything
// that requires power.
[DataDefinition]
public sealed class PowerWireAction : BaseWireAction
{
[DataField("color")]
private Color _statusColor = Color.Red;
[DataField("name")]
private string _text = "POWR";
[DataField("pulseTimeout")]
private int _pulseTimeout = 30;
private ElectrocutionSystem _electrocutionSystem = default!;
public override object StatusKey { get; } = PowerWireActionKey.Status;
public override StatusLightData? GetStatusLightData(Wire wire)
{
StatusLightState lightState = StatusLightState.Off;
if (WiresSystem.TryGetData(wire.Owner, PowerWireActionInternalKeys.MainWire, out int main)
&& main != wire.Id)
{
return null;
}
if (IsPowered(wire.Owner))
{
if (WiresSystem.TryGetData(wire.Owner, PowerWireActionKey.Pulsed, out bool pulsed)
&& pulsed)
{
lightState = StatusLightState.BlinkingSlow;
}
else
{
lightState = (AllWiresCut(wire.Owner))
? StatusLightState.Off
: StatusLightState.On;
}
}
return new StatusLightData(
_statusColor,
lightState,
_text);
}
private bool AllWiresCut(EntityUid owner)
{
return WiresSystem.TryGetData(owner, PowerWireActionInternalKeys.CutWires, out int? cut)
&& WiresSystem.TryGetData(owner, PowerWireActionInternalKeys.WireCount, out int? count)
&& count == cut;
}
// I feel like these two should be within ApcPowerReceiverComponent at this point.
// Getting it from a dictionary is significantly more expensive.
private void SetPower(EntityUid owner, bool pulsed)
{
if (!EntityManager.TryGetComponent(owner, out ApcPowerReceiverComponent? power))
{
return;
}
if (pulsed)
{
power.PowerDisabled = true;
return;
}
if (WiresSystem.TryGetData(owner, PowerWireActionInternalKeys.CutWires, out int? cut)
&& WiresSystem.TryGetData(owner, PowerWireActionInternalKeys.WireCount, out int? count))
{
if (AllWiresCut(owner))
{
power.PowerDisabled = true;
}
else
{
if (WiresSystem.TryGetData(owner, PowerWireActionKey.Pulsed, out bool isPulsed)
&& isPulsed)
{
return;
}
power.PowerDisabled = false;
}
}
}
private void SetWireCuts(EntityUid owner, bool isCut)
{
if (WiresSystem.TryGetData(owner, PowerWireActionInternalKeys.CutWires, out int? cut))
{
cut = isCut ? cut + 1 : cut - 1;
WiresSystem.SetData(owner, PowerWireActionInternalKeys.CutWires, cut);
}
}
private void SetElectrified(EntityUid used, bool setting, ElectrifiedComponent? electrified = null)
{
if (electrified == null
&& !EntityManager.TryGetComponent(used, out electrified))
return;
electrified.Enabled = setting;
}
/// <returns>false if failed, true otherwise</returns>
private bool TrySetElectrocution(EntityUid user, Wire wire, bool timed = false)
{
if (EntityManager.TryGetComponent<ApcPowerReceiverComponent>(wire.Owner, out var power)
&& EntityManager.TryGetComponent<ElectrifiedComponent>(wire.Owner, out var electrified))
{
// always set this to true
SetElectrified(wire.Owner, true, electrified);
// if we were electrified, then return false
var electrifiedAttempt = _electrocutionSystem.TryDoElectrifiedAct(wire.Owner, user);
// if this is timed, we set up a doAfter so that the
// electrocution continues - unless cancelled
//
// if the power is disabled however, just don't bother
if (timed && IsPowered(wire.Owner))
{
WiresSystem.StartWireAction(wire.Owner, _pulseTimeout, PowerWireActionKey.ElectrifiedCancel, new TimedWireEvent(AwaitElectrifiedCancel, wire));
}
else
{
SetElectrified(wire.Owner, false, electrified);
}
return !electrifiedAttempt;
}
return false;
}
public override void Initialize()
{
base.Initialize();
_electrocutionSystem = EntitySystem.Get<ElectrocutionSystem>();
}
// This should add a wire into the entity's state, whether it be
// in WiresComponent or ApcPowerReceiverComponent.
public override bool AddWire(Wire wire, int count)
{
if (!WiresSystem.HasData(wire.Owner, PowerWireActionInternalKeys.CutWires))
{
WiresSystem.SetData(wire.Owner, PowerWireActionInternalKeys.CutWires, 0);
}
if (count == 1)
{
WiresSystem.SetData(wire.Owner, PowerWireActionInternalKeys.MainWire, wire.Id);
}
WiresSystem.SetData(wire.Owner, PowerWireActionInternalKeys.WireCount, count);
return true;
}
public override bool Cut(EntityUid user, Wire wire)
{
if (!TrySetElectrocution(user, wire))
return false;
SetWireCuts(wire.Owner, true);
SetPower(wire.Owner, false);
return true;
}
public override bool Mend(EntityUid user, Wire wire)
{
if (!TrySetElectrocution(user, wire))
return false;
// Mending any power wire restores shorts.
WiresSystem.TryCancelWireAction(wire.Owner, PowerWireActionKey.PulseCancel);
WiresSystem.TryCancelWireAction(wire.Owner, PowerWireActionKey.ElectrifiedCancel);
SetWireCuts(wire.Owner, false);
SetPower(wire.Owner, false);
return true;
}
public override bool Pulse(EntityUid user, Wire wire)
{
WiresSystem.TryCancelWireAction(wire.Owner, PowerWireActionKey.ElectrifiedCancel);
if (!TrySetElectrocution(user, wire, true))
return false;
// disrupted power shouldn't re-disrupt
if (WiresSystem.TryGetData(wire.Owner, PowerWireActionKey.Pulsed, out bool pulsedKey)
&& pulsedKey)
{
return false;
}
WiresSystem.SetData(wire.Owner, PowerWireActionKey.Pulsed, true);
WiresSystem.StartWireAction(wire.Owner, _pulseTimeout, PowerWireActionKey.PulseCancel, new TimedWireEvent(AwaitPulseCancel, wire));
SetPower(wire.Owner, true);
// AwaitPulseCancel(wire.Owner, wire, _doAfterSystem.WaitDoAfter(doAfter));
return true;
}
public override void Update(Wire wire)
{
if (!IsPowered(wire.Owner))
{
if (!WiresSystem.TryGetData(wire.Owner, PowerWireActionKey.Pulsed, out bool pulsed)
|| !pulsed)
{
WiresSystem.TryCancelWireAction(wire.Owner, PowerWireActionKey.ElectrifiedCancel);
WiresSystem.TryCancelWireAction(wire.Owner, PowerWireActionKey.PulseCancel);
}
}
}
private void AwaitElectrifiedCancel(Wire wire)
{
WiresSystem.SetData(wire.Owner, PowerWireActionKey.Electrified, false);
SetElectrified(wire.Owner, false);
}
private void AwaitPulseCancel(Wire wire)
{
WiresSystem.SetData(wire.Owner, PowerWireActionKey.Pulsed, false);
SetPower(wire.Owner, false);
}
private enum PowerWireActionInternalKeys : byte
{
MainWire,
WireCount,
CutWires
}
}