Files
tbd-station-14/Content.Server/Power/EntitySystems/PowerReceiverSystem.cs
ShadowCommander e2bf127323 Move ApcPowerReceiverComponent Powered state to shared (#28206)
* Try syncing powered state to client

For some reason the client is not receiving the ApcPowerReceiverComponentState, so it's not working.

* Fix powered state not syncing to client

The client PowerReceiverSystem was abstract, which prevented it from
running initialize.

* Flip check so that it runs bigger checks first

PowerDisabled skips the others.
NeedsPower skips the receiving check.

* Disallow changing Powered manually

* Move Powered update to PowerReceiverSystem

* Move appearance to event subscription

* Move metadata component to AllEntityQuery

* Cleanup

* Move Powered update back to PowerNetSystem

It's easier to use the EntityQueries and it dosen't need to be updated
anywhere else.

* Put appearance updating back

* Move IsPowered to shared

* Simplify IsPowered

* Cleanup

* Remove duplicate PowerChangedEvent

PowerChangedEvent on ProviderChanged doesn't seem to be needed
PowerChangedEvent gets raised by in update if the power state changes
after a new provider is connected
2024-05-30 16:46:22 +10:00

209 lines
8.5 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Administration.Managers;
using Content.Server.Power.Components;
using Content.Shared.Administration;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.Power;
using Content.Shared.Power.Components;
using Content.Shared.Power.EntitySystems;
using Content.Shared.Verbs;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Server.Power.EntitySystems
{
public sealed class PowerReceiverSystem : SharedPowerReceiverSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AudioSystem _audio = default!;
private EntityQuery<ApcPowerReceiverComponent> _recQuery;
private EntityQuery<ApcPowerProviderComponent> _provQuery;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ApcPowerReceiverComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<ApcPowerReceiverComponent, ExtensionCableSystem.ProviderConnectedEvent>(OnProviderConnected);
SubscribeLocalEvent<ApcPowerReceiverComponent, ExtensionCableSystem.ProviderDisconnectedEvent>(OnProviderDisconnected);
SubscribeLocalEvent<ApcPowerProviderComponent, ComponentShutdown>(OnProviderShutdown);
SubscribeLocalEvent<ApcPowerProviderComponent, ExtensionCableSystem.ReceiverConnectedEvent>(OnReceiverConnected);
SubscribeLocalEvent<ApcPowerProviderComponent, ExtensionCableSystem.ReceiverDisconnectedEvent>(OnReceiverDisconnected);
SubscribeLocalEvent<ApcPowerReceiverComponent, GetVerbsEvent<Verb>>(OnGetVerbs);
SubscribeLocalEvent<PowerSwitchComponent, GetVerbsEvent<AlternativeVerb>>(AddSwitchPowerVerb);
SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentGetState>(OnGetState);
_recQuery = GetEntityQuery<ApcPowerReceiverComponent>();
_provQuery = GetEntityQuery<ApcPowerProviderComponent>();
}
private void OnGetVerbs(EntityUid uid, ApcPowerReceiverComponent component, GetVerbsEvent<Verb> args)
{
if (!_adminManager.HasAdminFlag(args.User, AdminFlags.Admin))
return;
// add debug verb to toggle power requirements
args.Verbs.Add(new()
{
Text = Loc.GetString("verb-debug-toggle-need-power"),
Category = VerbCategory.Debug,
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/smite.svg.192dpi.png")), // "smite" is a lightning bolt
Act = () => component.NeedsPower = !component.NeedsPower
});
}
///<summary>
///Adds some markup to the examine text of whatever object is using this component to tell you if it's powered or not, even if it doesn't have an icon state to do this for you.
///</summary>
private void OnExamined(EntityUid uid, ApcPowerReceiverComponent component, ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("power-receiver-component-on-examine-main",
("stateText", Loc.GetString( component.Powered
? "power-receiver-component-on-examine-powered"
: "power-receiver-component-on-examine-unpowered"))));
}
private void OnProviderShutdown(EntityUid uid, ApcPowerProviderComponent component, ComponentShutdown args)
{
foreach (var receiver in component.LinkedReceivers)
{
receiver.NetworkLoad.LinkedNetwork = default;
component.Net?.QueueNetworkReconnect();
}
component.LinkedReceivers.Clear();
}
private void OnProviderConnected(Entity<ApcPowerReceiverComponent> receiver, ref ExtensionCableSystem.ProviderConnectedEvent args)
{
var providerUid = args.Provider.Owner;
if (!_provQuery.TryGetComponent(providerUid, out var provider))
return;
receiver.Comp.Provider = provider;
ProviderChanged(receiver);
}
private void OnProviderDisconnected(Entity<ApcPowerReceiverComponent> receiver, ref ExtensionCableSystem.ProviderDisconnectedEvent args)
{
receiver.Comp.Provider = null;
ProviderChanged(receiver);
}
private void OnReceiverConnected(Entity<ApcPowerProviderComponent> provider, ref ExtensionCableSystem.ReceiverConnectedEvent args)
{
if (_recQuery.TryGetComponent(args.Receiver, out var receiver))
{
provider.Comp.AddReceiver(receiver);
}
}
private void OnReceiverDisconnected(EntityUid uid, ApcPowerProviderComponent provider, ExtensionCableSystem.ReceiverDisconnectedEvent args)
{
if (_recQuery.TryGetComponent(args.Receiver, out var receiver))
{
provider.RemoveReceiver(receiver);
}
}
private void AddSwitchPowerVerb(EntityUid uid, PowerSwitchComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if(!args.CanAccess || !args.CanInteract)
return;
if (!HasComp<HandsComponent>(args.User))
return;
if (!_recQuery.TryGetComponent(uid, out var receiver))
return;
if (!receiver.NeedsPower)
return;
AlternativeVerb verb = new()
{
Act = () =>
{
TogglePower(uid, user: args.User);
},
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/Spare/poweronoff.svg.192dpi.png")),
Text = Loc.GetString("power-switch-component-toggle-verb"),
Priority = -3
};
args.Verbs.Add(verb);
}
private void OnGetState(EntityUid uid, ApcPowerReceiverComponent component, ref ComponentGetState args)
{
args.State = new ApcPowerReceiverComponentState
{
Powered = component.Powered
};
}
private void ProviderChanged(Entity<ApcPowerReceiverComponent> receiver)
{
var comp = receiver.Comp;
comp.NetworkLoad.LinkedNetwork = default;
}
/// <summary>
/// If this takes power, it returns whether it has power.
/// Otherwise, it returns 'true' because if something doesn't take power
/// it's effectively always powered.
/// </summary>
/// <returns>True when entity has no ApcPowerReceiverComponent or is Powered. False when not.</returns>
public bool IsPowered(EntityUid uid, ApcPowerReceiverComponent? receiver = null)
{
return !_recQuery.Resolve(uid, ref receiver, false) || receiver.Powered;
}
/// <summary>
/// Turn this machine on or off.
/// Returns true if we turned it on, false if we turned it off.
/// </summary>
public bool TogglePower(EntityUid uid, bool playSwitchSound = true, ApcPowerReceiverComponent? receiver = null, EntityUid? user = null)
{
if (!_recQuery.Resolve(uid, ref receiver, false))
return true;
// it'll save a lot of confusion if 'always powered' means 'always powered'
if (!receiver.NeedsPower)
{
receiver.PowerDisabled = false;
return true;
}
receiver.PowerDisabled = !receiver.PowerDisabled;
if (user != null)
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user.Value):player} hit power button on {ToPrettyString(uid)}, it's now {(!receiver.PowerDisabled ? "on" : "off")}");
if (playSwitchSound)
{
_audio.PlayPvs(new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg"), uid,
AudioParams.Default.WithVolume(-2f));
}
return !receiver.PowerDisabled; // i.e. PowerEnabled
}
public void SetLoad(ApcPowerReceiverComponent comp, float load)
{
comp.Load = load;
}
}
}