* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
58 lines
1.9 KiB
C#
58 lines
1.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Client.Power.Components;
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using Content.Shared.Power.Components;
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using Content.Shared.Power.EntitySystems;
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using Content.Shared.Examine;
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using Content.Shared.Power;
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using Robust.Shared.GameStates;
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namespace Content.Client.Power.EntitySystems;
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public sealed class PowerReceiverSystem : SharedPowerReceiverSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ApcPowerReceiverComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnExamined(Entity<ApcPowerReceiverComponent> ent, ref ExaminedEvent args)
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{
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args.PushMarkup(GetExamineText(ent.Comp.Powered));
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}
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private void OnHandleState(EntityUid uid, ApcPowerReceiverComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ApcPowerReceiverComponentState state)
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return;
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var powerChanged = component.Powered != state.Powered;
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component.Powered = state.Powered;
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component.NeedsPower = state.NeedsPower;
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component.PowerDisabled = state.PowerDisabled;
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// SO client systems can handle it. The main reason for this is we can't guarantee compstate ordering.
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if (powerChanged)
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RaisePower((uid, component));
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}
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protected override void RaisePower(Entity<SharedApcPowerReceiverComponent> entity)
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{
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var ev = new PowerChangedEvent(entity.Comp.Powered, 0f);
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RaiseLocalEvent(entity.Owner, ref ev);
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}
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public override bool ResolveApc(EntityUid entity, [NotNullWhen(true)] ref SharedApcPowerReceiverComponent? component)
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{
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if (component != null)
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return true;
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if (!TryComp(entity, out ApcPowerReceiverComponent? receiver))
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return false;
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component = receiver;
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return true;
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}
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}
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