47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using System.Collections.Generic;
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using Content.Shared.GameTicking;
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using Robust.Shared.Timing;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class ApcNetSystem : EntitySystem, IResettingEntitySystem
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{
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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private HashSet<IApcNet> _apcNets = new();
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public override void Update(float frameTime)
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{
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foreach (var apcNet in _apcNets)
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{
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var gridId = apcNet.GridId;
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if (gridId != null && !_pauseManager.IsGridPaused(gridId.Value))
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apcNet.Update(frameTime);
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}
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}
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public void AddApcNet(ApcNetNodeGroup apcNet)
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{
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_apcNets.Add(apcNet);
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}
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public void RemoveApcNet(ApcNetNodeGroup apcNet)
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{
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_apcNets.Remove(apcNet);
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}
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public void Reset()
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{
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// NodeGroupSystem does not remake ApcNets affected during restarting until a frame later,
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// when their grid is invalid. So, we are clearing them on round restart.
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_apcNets.Clear();
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}
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}
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}
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