* Power nullability * AME nullability * re-adds EnsureComponents * conflict fix * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * removes duplicate component assignment Co-authored-by: py01 <pyronetics01@gmail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
#nullable enable
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using System;
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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.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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[RegisterComponent]
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public class PowerConsumerComponent : BasePowerNetComponent
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{
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public override string Name => "PowerConsumer";
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/// <summary>
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/// How much power this needs to be fully powered.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int DrawRate { get => _drawRate; set => SetDrawRate(value); }
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private int _drawRate;
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/// <summary>
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/// Determines which <see cref="PowerConsumerComponent"/>s receive power when there is not enough
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/// power for each.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Priority Priority { get => _priority; set => SetPriority(value); }
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private Priority _priority;
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/// <summary>
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/// How much power this is currently receiving from <see cref="PowerSupplierComponent"/>s.
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/// </summary>
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[ViewVariables]
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public int ReceivedPower { get => _receivedPower; set => SetReceivedPower(value); }
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private int _receivedPower;
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public event EventHandler<ReceivedPowerChangedEventArgs>? OnReceivedPowerChanged;
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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 _drawRate, "drawRate", 0);
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serializer.DataField(ref _priority, "priority", Priority.First);
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}
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protected override void AddSelfToNet(IPowerNet powerNet)
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{
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powerNet.AddConsumer(this);
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}
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protected override void RemoveSelfFromNet(IPowerNet powerNet)
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{
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powerNet.RemoveConsumer(this);
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}
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private void SetDrawRate(int newDrawRate)
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{
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var oldDrawRate = DrawRate;
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_drawRate = newDrawRate; //must be set before updating powernet, as it checks the DrawRate of every consumer
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Net.UpdateConsumerDraw(this, oldDrawRate, newDrawRate);
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}
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private void SetReceivedPower(int newReceivedPower)
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{
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Debug.Assert(newReceivedPower >= 0 && newReceivedPower <= DrawRate);
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if(_receivedPower == newReceivedPower) return;
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_receivedPower = newReceivedPower;
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OnReceivedPowerChanged?.Invoke(this, new ReceivedPowerChangedEventArgs(_drawRate, _receivedPower));
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}
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private void SetPriority(Priority newPriority)
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{
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Net.UpdateConsumerPriority(this, Priority, newPriority);
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_priority = newPriority;
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}
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}
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public enum Priority
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{
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First,
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Last,
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}
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public class ReceivedPowerChangedEventArgs : EventArgs
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{
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public readonly int DrawRate;
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public readonly int ReceivedPower;
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public ReceivedPowerChangedEventArgs(int drawRate, int receivedPower)
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{
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DrawRate = drawRate;
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ReceivedPower = receivedPower;
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}
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}
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}
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