179 lines
5.9 KiB
C#
179 lines
5.9 KiB
C#
using System;
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using System.Collections.Generic;
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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.Interfaces.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.ApcNetComponents
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{
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/// <summary>
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/// Relays <see cref="PowerReceiverComponent"/>s in an area to a <see cref="IApcNet"/> so they can receive power.
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/// </summary>
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public interface IPowerProvider
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{
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void AddReceiver(PowerReceiverComponent receiver);
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void RemoveReceiver(PowerReceiverComponent receiver);
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void UpdateReceiverLoad(int oldLoad, int newLoad);
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public IEntity ProviderOwner { get; }
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public bool HasApcPower { get; }
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}
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[RegisterComponent]
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public class PowerProviderComponent : BaseApcNetComponent, IPowerProvider
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{
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public override string Name => "PowerProvider";
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public IEntity ProviderOwner => Owner;
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[ViewVariables]
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public bool HasApcPower => Net.Powered;
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/// <summary>
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/// The max distance this can transmit power to <see cref="PowerReceiverComponent"/>s from.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int PowerTransferRange { get => _powerTransferRange; set => SetPowerTransferRange(value); }
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private int _powerTransferRange;
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[ViewVariables]
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public IReadOnlyList<PowerReceiverComponent> LinkedReceivers => _linkedReceivers;
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private List<PowerReceiverComponent> _linkedReceivers = new();
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/// <summary>
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/// If <see cref="PowerReceiverComponent"/>s should consider connecting to this.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Connectable { get; private set; } = true;
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public static readonly IPowerProvider NullProvider = new NullPowerProvider();
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public void AddReceiver(PowerReceiverComponent receiver)
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{
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var oldLoad = GetTotalLoad();
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_linkedReceivers.Add(receiver);
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var newLoad = oldLoad + receiver.Load;
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Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
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}
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public void RemoveReceiver(PowerReceiverComponent receiver)
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{
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var oldLoad = GetTotalLoad();
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_linkedReceivers.Remove(receiver);
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var newLoad = oldLoad - receiver.Load;
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Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
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}
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public void UpdateReceiverLoad(int oldLoad, int newLoad)
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{
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Net.UpdatePowerProviderReceivers(this, oldLoad, newLoad);
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}
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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 _powerTransferRange, "powerTransferRange", 3);
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}
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protected override void Startup()
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{
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base.Startup();
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foreach (var receiver in FindAvailableReceivers())
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{
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receiver.Provider = this;
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}
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}
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public override void OnRemove()
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{
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Connectable = false;
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var receivers = _linkedReceivers.ToArray();
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foreach (var receiver in receivers)
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{
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receiver.ClearProvider();
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}
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foreach (var receiver in receivers)
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{
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receiver.TryFindAndSetProvider();
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}
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base.OnRemove();
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}
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private List<PowerReceiverComponent> FindAvailableReceivers()
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{
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var nearbyEntities = Owner.EntityManager
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.GetEntitiesInRange(Owner, PowerTransferRange);
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var receivers = new List<PowerReceiverComponent>();
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foreach (var entity in nearbyEntities)
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{
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if (entity.TryGetComponent<PowerReceiverComponent>(out var receiver) &&
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receiver.Connectable &&
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receiver.NeedsProvider &&
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receiver.Owner.Transform.Coordinates.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) &&
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distance < Math.Min(PowerTransferRange, receiver.PowerReceptionRange))
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{
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receivers.Add(receiver);
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}
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}
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return receivers;
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}
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protected override void AddSelfToNet(IApcNet apcNet)
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{
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apcNet.AddPowerProvider(this);
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}
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protected override void RemoveSelfFromNet(IApcNet apcNet)
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{
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apcNet.RemovePowerProvider(this);
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}
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private void SetPowerTransferRange(int newPowerTransferRange)
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{
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var receivers = _linkedReceivers.ToArray();
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foreach (var receiver in receivers)
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{
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receiver.ClearProvider();
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}
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_powerTransferRange = newPowerTransferRange;
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foreach (var receiver in receivers)
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{
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receiver.TryFindAndSetProvider();
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}
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}
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private int GetTotalLoad()
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{
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var load = 0;
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foreach (var receiver in _linkedReceivers)
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{
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load += receiver.Load;
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}
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return load;
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}
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private class NullPowerProvider : IPowerProvider
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{
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/// <summary>
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/// It is important that this returns false, so <see cref="PowerReceiverComponent"/>s with a <see cref="NullPowerProvider"/> have no power.
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/// </summary>
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public bool HasApcPower => false;
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public void AddReceiver(PowerReceiverComponent receiver) { }
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public void RemoveReceiver(PowerReceiverComponent receiver) { }
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public void UpdateReceiverLoad(int oldLoad, int newLoad) { }
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public IEntity ProviderOwner => default;
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}
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}
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}
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