128 lines
4.5 KiB
C#
128 lines
4.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.NodeContainer.NodeGroups;
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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 JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Power.NodeGroups
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{
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public interface IPowerNet : IBasePowerNet
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{
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void AddSupplier(PowerSupplierComponent supplier);
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void RemoveSupplier(PowerSupplierComponent supplier);
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void AddDischarger(BatteryDischargerComponent discharger);
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void RemoveDischarger(BatteryDischargerComponent discharger);
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void AddCharger(BatteryChargerComponent charger);
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void RemoveCharger(BatteryChargerComponent charger);
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}
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[NodeGroup(NodeGroupID.HVPower, NodeGroupID.MVPower)]
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[UsedImplicitly]
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public class PowerNet : BaseNetConnectorNodeGroup<IPowerNet>, IPowerNet
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{
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private readonly PowerNetSystem _powerNetSystem = EntitySystem.Get<PowerNetSystem>();
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[ViewVariables] public readonly List<PowerSupplierComponent> Suppliers = new();
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[ViewVariables] public readonly List<PowerConsumerComponent> Consumers = new();
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[ViewVariables] public readonly List<BatteryChargerComponent> Chargers = new();
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[ViewVariables] public readonly List<BatteryDischargerComponent> Dischargers = new();
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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)
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{
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base.Initialize(sourceNode);
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_powerNetSystem.InitPowerNet(this);
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}
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public override void AfterRemake(IEnumerable<IGrouping<INodeGroup?, Node>> newGroups)
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{
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base.AfterRemake(newGroups);
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_powerNetSystem.DestroyPowerNet(this);
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}
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protected override void SetNetConnectorNet(IBaseNetConnectorComponent<IPowerNet> netConnectorComponent)
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{
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netConnectorComponent.Net = this;
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}
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public void AddSupplier(PowerSupplierComponent supplier)
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{
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supplier.NetworkSupply.LinkedNetwork = default;
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Suppliers.Add(supplier);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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public void RemoveSupplier(PowerSupplierComponent supplier)
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{
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supplier.NetworkSupply.LinkedNetwork = default;
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Suppliers.Remove(supplier);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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public void AddConsumer(PowerConsumerComponent consumer)
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{
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consumer.NetworkLoad.LinkedNetwork = default;
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Consumers.Add(consumer);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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public void RemoveConsumer(PowerConsumerComponent consumer)
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{
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consumer.NetworkLoad.LinkedNetwork = default;
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Consumers.Remove(consumer);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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public void AddDischarger(BatteryDischargerComponent discharger)
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{
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var battery = discharger.Owner.GetComponent<PowerNetworkBatteryComponent>();
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battery.NetworkBattery.LinkedNetworkCharging = default;
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Dischargers.Add(discharger);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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public void RemoveDischarger(BatteryDischargerComponent discharger)
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{
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// Can be missing if the entity is being deleted, not a big deal.
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if (discharger.Owner.TryGetComponent(out PowerNetworkBatteryComponent? battery))
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battery.NetworkBattery.LinkedNetworkCharging = default;
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Dischargers.Remove(discharger);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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public void AddCharger(BatteryChargerComponent charger)
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{
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var battery = charger.Owner.GetComponent<PowerNetworkBatteryComponent>();
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battery.NetworkBattery.LinkedNetworkCharging = default;
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Chargers.Add(charger);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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public void RemoveCharger(BatteryChargerComponent charger)
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{
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// Can be missing if the entity is being deleted, not a big deal.
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if (charger.Owner.TryGetComponent(out PowerNetworkBatteryComponent? battery))
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battery.NetworkBattery.LinkedNetworkCharging = default;
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Chargers.Remove(charger);
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_powerNetSystem.QueueReconnectPowerNet(this);
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}
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}
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}
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