Files
tbd-station-14/Content.Server/Computer/ComputerComponent.cs
Pieter-Jan Briers 103bc19508 Pow3r: stage 1 (#4208)
Co-authored-by: 20kdc <asdd2808@gmail.com>
2021-07-04 18:11:52 +02:00

89 lines
3.0 KiB
C#

using Content.Server.Construction.Components;
using Content.Server.Power.Components;
using Content.Shared.Computer;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Computer
{
[RegisterComponent]
public sealed class ComputerComponent : SharedComputerComponent, IMapInit
{
[ViewVariables]
[DataField("board")]
private string? _boardPrototype;
protected override void Initialize()
{
base.Initialize();
// Let's ensure the container manager and container are here.
Owner.EnsureContainer<Container>("board", out var _);
if (Owner.TryGetComponent(out ApcPowerReceiverComponent? powerReceiver) &&
Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(ComputerVisuals.Powered, powerReceiver.Powered);
}
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
PowerReceiverOnOnPowerStateChanged(powerChanged);
break;
}
}
private void PowerReceiverOnOnPowerStateChanged(PowerChangedMessage e)
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(ComputerVisuals.Powered, e.Powered);
}
}
/// <summary>
/// Creates the corresponding computer board on the computer.
/// This exists so when you deconstruct computers that were serialized with the map,
/// you can retrieve the computer board.
/// </summary>
private void CreateComputerBoard()
{
// Ensure that the construction component is aware of the board container.
if (Owner.TryGetComponent(out ConstructionComponent? construction))
construction.AddContainer("board");
// We don't do anything if this is null or empty.
if (string.IsNullOrEmpty(_boardPrototype))
return;
var container = Owner.EnsureContainer<Container>("board", out var existed);
if (existed)
{
// We already contain a board. Note: We don't check if it's the right one!
if (container.ContainedEntities.Count != 0)
return;
}
var board = Owner.EntityManager.SpawnEntity(_boardPrototype, Owner.Transform.Coordinates);
if(!container.Insert(board))
Logger.Warning($"Couldn't insert board {board} to computer {Owner}!");
}
public void MapInit()
{
CreateComputerBoard();
}
}
}