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123 lines
4.2 KiB
C#
123 lines
4.2 KiB
C#
using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.Nodes;
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using Content.Shared.NodeContainer;
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using Content.Shared.Power.Generator;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Utility;
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namespace Content.Server.Power.Generator;
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/// <summary>
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/// Implements server logic for power-switchable devices.
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/// </summary>
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/// <seealso cref="PowerSwitchableComponent"/>
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/// <seealso cref="PortableGeneratorSystem"/>
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/// <seealso cref="GeneratorSystem"/>
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public sealed class PowerSwitchableSystem : SharedPowerSwitchableSystem
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{
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[Dependency] private readonly NodeGroupSystem _nodeGroup = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PowerSwitchableComponent, GetVerbsEvent<InteractionVerb>>(GetVerbs);
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}
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private void GetVerbs(EntityUid uid, PowerSwitchableComponent comp, GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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var voltage = VoltageColor(GetNextVoltage(uid, comp));
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var msg = Loc.GetString("power-switchable-switch-voltage", ("voltage", voltage));
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InteractionVerb verb = new()
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{
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Act = () =>
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{
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// don't need to check it again since if its disabled server wont let the verb act
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Cycle(uid, args.User, comp);
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},
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/zap.svg.192dpi.png")),
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Text = msg
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};
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var ev = new SwitchPowerCheckEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.DisableMessage != null)
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{
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verb.Message = ev.DisableMessage;
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verb.Disabled = true;
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}
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Cycles voltage then updates nodes and optionally power supplier to match it.
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/// </summary>
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public void Cycle(EntityUid uid, EntityUid user, PowerSwitchableComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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// no sound spamming
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if (!TryComp(uid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((uid, useDelay)))
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return;
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comp.ActiveIndex = NextIndex(uid, comp);
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Dirty(uid, comp);
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var voltage = GetVoltage(uid, comp);
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if (TryComp<PowerSupplierComponent>(uid, out var supplier))
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{
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// convert to nodegroupid (goofy server Voltage enum is just alias for it)
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switch (voltage)
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{
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case SwitchableVoltage.HV:
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supplier.Voltage = Voltage.High;
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break;
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case SwitchableVoltage.MV:
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supplier.Voltage = Voltage.Medium;
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break;
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case SwitchableVoltage.LV:
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supplier.Voltage = Voltage.Apc;
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break;
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}
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}
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// Switching around the voltage on the power supplier is "enough",
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// but we also want to disconnect the cable nodes so it doesn't show up in power monitors etc.
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var nodeContainer = Comp<NodeContainerComponent>(uid);
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foreach (var cable in comp.Cables)
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{
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var node = (CableDeviceNode) nodeContainer.Nodes[cable.Node];
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node.Enabled = cable.Voltage == voltage;
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_nodeGroup.QueueReflood(node);
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}
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var popup = Loc.GetString(comp.SwitchText, ("voltage", VoltageString(voltage)));
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_popup.PopupEntity(popup, uid, user);
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_audio.PlayPvs(comp.SwitchSound, uid);
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_useDelay.TryResetDelay((uid, useDelay));
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}
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}
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/// <summary>
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/// Raised on a <see cref="PowerSwitchableComponent"/> to see if its verb should work.
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/// If <see cref="DisableMessage"/> is non-null, the verb is disabled with that as the message.
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/// </summary>
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[ByRefEvent]
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public record struct SwitchPowerCheckEvent(string? DisableMessage = null);
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