Files
tbd-station-14/Content.Server/GameObjects/Components/Power/ApcNetComponents/PowerProviderComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

173 lines
5.7 KiB
C#

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