76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.Components.Power
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class SolarControlConsoleComponent : SharedSolarControlConsoleComponent, IActivate
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{
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#pragma warning disable 649
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[Dependency] private IEntitySystemManager _entitySystemManager;
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#pragma warning restore 649
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private BoundUserInterface _userInterface;
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private PowerReceiverComponent _powerReceiver;
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private PowerSolarSystem _powerSolarSystem;
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private bool Powered => _powerReceiver.Powered;
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(SolarControlConsoleUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
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_powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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_powerSolarSystem = _entitySystemManager.GetEntitySystem<PowerSolarSystem>();
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}
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public void UpdateUIState()
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{
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_userInterface.SetState(new SolarControlConsoleBoundInterfaceState(_powerSolarSystem.TargetPanelRotation, _powerSolarSystem.TargetPanelVelocity, _powerSolarSystem.TotalPanelPower, _powerSolarSystem.TowardsSun));
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}
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private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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switch (obj.Message)
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{
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case SolarControlConsoleAdjustMessage msg:
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if (double.IsFinite(msg.Rotation))
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{
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_powerSolarSystem.TargetPanelRotation = msg.Rotation.Reduced();
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}
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if (double.IsFinite(msg.AngularVelocity))
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{
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_powerSolarSystem.TargetPanelVelocity = msg.AngularVelocity.Reduced();
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}
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break;
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}
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
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{
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return;
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}
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if (!Powered)
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{
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return;
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}
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// always update the UI immediately before opening, just in case
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UpdateUIState();
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_userInterface.Open(actor.playerSession);
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}
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}
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}
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