CatStation/Content.Shared/Power/EntitySystems/PowerStateSystem.cs
Fildrance 1a5e9acb24
Extract notify on non-functioning from emitter (#45346)
* refactor: extracted notify-on-non-functioning feature from emitter component

* refactor: revert server side PowerStateSystem usage of SubscribeLocalEvent - it is not calling base Initialize, skip SetWorkingState raising event on init

* refactor: ensureAPC is now conditional for powerstate

* refactor: fix double notifiation on destruction and on un-powering for emitter

* refactor: added LocTurnedOff for NotifyOnNonFunctioningComponent, fix double alert on destruction, removed emitter-deconstructed-broadcast as it is unused (cannot deconstruct withou unanchor)

* refactor: modernize server PowerStateSystem subscription

* refactor: update and modernize PowerStatePrototypeTest

* refactor: give APE specific radio message upon unlocking

* refactor: extracted PowerStateSystem.SetPowerLoad to split init from triggering is-working change event

* Update Content.Server/Power/EntitySystems/PowerStateSystem.cs

---------

Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2026-08-16 23:08:58 +00:00

82 lines
3.1 KiB
C#

using Content.Shared.Power.Components;
using JetBrains.Annotations;
namespace Content.Shared.Power.EntitySystems;
/// <summary>
/// Generic system that handles entities with <see cref="PowerStateComponent"/>.
/// Used for simple machines that only need to switch between "idle" and "working" power states.
/// </summary>
public abstract partial class SharedPowerStateSystem : EntitySystem
{
[Dependency] private SharedPowerReceiverSystem _powerReceiverSystem = default!;
[Dependency] protected EntityQuery<PowerStateComponent> _powerStateQuery = default!;
/// <summary>
/// Sets the working state of the entity, adjusting its power draw accordingly.
/// </summary>
/// <param name="ent">The entity to set the working state for.</param>
/// <param name="isWorking">Whether the entity should be in the working state.</param>
[PublicAPI]
public virtual void SetWorkingState(Entity<PowerStateComponent?> ent, bool isWorking)
{
if (!_powerStateQuery.Resolve(ent, ref ent.Comp))
return;
SetPowerLoad((ent, ent.Comp), isWorking);
ent.Comp.IsWorking = isWorking;
var ev = new PowerStateChanged(isWorking);
RaiseLocalEvent(ent, ref ev);
}
/// <summary>
/// Tries to set the working state of the entity, adjusting its power draw accordingly.
/// Use this for if you're not sure if the entity has a <see cref="PowerStateComponent"/>.
/// </summary>
/// <param name="ent">The entity to set the working state for.</param>
/// <param name="isWorking">Whether the entity should be in the working state.</param>
[PublicAPI]
public void TrySetWorkingState(Entity<PowerStateComponent?> ent, bool isWorking)
{
// Sometimes systems calling this API handle generic objects that can or can't consume power,
// so to reduce boilerplate we don't log an error. Any entity that *should* have an ApcPowerRecieverComponent
// will log an error in tests if someone tries to add an entity that doesn't have one.
if (!_powerStateQuery.Resolve(ent, ref ent.Comp, false))
return;
SetWorkingState(ent, isWorking);
}
/// <summary>
/// Tries to get working state out of <see cref="PowerStateComponent"/>,
/// returns it if found, returns false if not found.
/// </summary>
[PublicAPI]
public bool GetWorkingState(Entity<PowerStateComponent?> ent)
{
if (!_powerStateQuery.Resolve(ent, ref ent.Comp))
return false;
return ent.Comp.IsWorking;
}
/// <summary> Sets up power load for provided working state. </summary>
protected virtual void SetPowerLoad(Entity<PowerStateComponent> ent, bool isWorking)
{
SharedApcPowerReceiverComponent? apcPower = null;
if (_powerReceiverSystem.ResolveApc(ent, ref apcPower))
{
var powerLoadToSet = isWorking ? ent.Comp.WorkingPowerDraw : ent.Comp.IdlePowerDraw;
_powerReceiverSystem.SetLoad((ent, apcPower), powerLoadToSet);
}
}
}
/// <summary>
/// Event of changing power state of entity.
/// </summary>
[ByRefEvent]
public record struct PowerStateChanged(bool IsWorking);