45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using Content.Server.Power.NodeGroups;
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using Content.Server.Power.Pow3r;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Power.Components
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{
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/// <summary>
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/// Draws power directly from an MV or HV wire it is on top of.
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/// </summary>
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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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[DataField("drawRate")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float DrawRate { get => NetworkLoad.DesiredPower; set => NetworkLoad.DesiredPower = value; }
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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 float ReceivedPower => NetworkLoad.ReceivingPower;
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public float LastReceived = float.NaN;
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public PowerState.Load NetworkLoad { get; } = new();
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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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}
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}
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