* PACMAN generators show network load/supply. This gives more feedback to players that their PACMAN is properly connected and what the network status is (i.e. you don't have enough generators). * Buff JRPACMAN to 8 kW. Shifted all power values up by +3 kW. They're frequently too weak to power even single rooms so they deserve a buff. * Change unit format helpers number format. Always displays one digit of precision. This avoids jumping around when a value is changing live.
63 lines
2.3 KiB
C#
63 lines
2.3 KiB
C#
using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.Pow3r;
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using Robust.Shared.Utility;
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namespace Content.Server.Power.NodeGroups;
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public abstract class BasePowerNet<TNetType> : BaseNetConnectorNodeGroup<TNetType>, IBasePowerNet
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where TNetType : IBasePowerNet
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{
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[ViewVariables] public readonly List<PowerConsumerComponent> Consumers = new();
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[ViewVariables] public readonly List<PowerSupplierComponent> Suppliers = new();
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public PowerNetSystem PowerNetSystem = default!;
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[ViewVariables]
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public PowerState.Network NetworkNode { get; } = new();
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public override void Initialize(Node sourceNode, IEntityManager entMan)
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{
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base.Initialize(sourceNode, entMan);
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PowerNetSystem = entMan.EntitySysManager.GetEntitySystem<PowerNetSystem>();
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}
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public bool IsConnectedNetwork => NodeCount > 1;
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public void AddConsumer(PowerConsumerComponent consumer)
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{
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DebugTools.Assert(consumer.NetworkLoad.LinkedNetwork == default);
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consumer.NetworkLoad.LinkedNetwork = default;
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Consumers.Add(consumer);
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QueueNetworkReconnect();
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}
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public void RemoveConsumer(PowerConsumerComponent consumer)
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{
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// Linked network can be default if it was re-connected twice in one tick.
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DebugTools.Assert(consumer.NetworkLoad.LinkedNetwork == default || consumer.NetworkLoad.LinkedNetwork == NetworkNode.Id);
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consumer.NetworkLoad.LinkedNetwork = default;
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Consumers.Remove(consumer);
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QueueNetworkReconnect();
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}
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public void AddSupplier(PowerSupplierComponent supplier)
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{
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DebugTools.Assert(supplier.NetworkSupply.LinkedNetwork == default);
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supplier.NetworkSupply.LinkedNetwork = default;
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Suppliers.Add(supplier);
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QueueNetworkReconnect();
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}
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public void RemoveSupplier(PowerSupplierComponent supplier)
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{
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// Linked network can be default if it was re-connected twice in one tick.
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DebugTools.Assert(supplier.NetworkSupply.LinkedNetwork == default || supplier.NetworkSupply.LinkedNetwork == NetworkNode.Id);
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supplier.NetworkSupply.LinkedNetwork = default;
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Suppliers.Remove(supplier);
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QueueNetworkReconnect();
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}
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public abstract void QueueNetworkReconnect();
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}
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