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crystall-punk-14/Content.Server/StationEvents/Events/PowerGridCheckRule.cs

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using System.Threading;
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using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.StationEvents.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Station.Components;
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using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Utility;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.StationEvents.Events
{
[UsedImplicitly]
public sealed class PowerGridCheckRule : StationEventSystem<PowerGridCheckRuleComponent>
{
[Dependency] private readonly ApcSystem _apcSystem = default!;
protected override void Started(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
if (!TryGetRandomStation(out var chosenStation))
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return;
Power monitoring console overhaul (#20927) * Prototyping whole station wire map * More prototyping * Added icons for the different power distributors and toggleable cable displays * Power cable layouts are now only sent to the client when the power monitor is open * UI prototyping * Power monitors can now see the sprites of distant entities, long entity names are truncated * Updated how network devices are added to the player's PVS * More feature prototypes * Added source / load symbols * Final prototype! Time to actually code it properly... * Start of code clean up * Continuing code clean up * Fixed UI appearance * Code clean up complete * Removed unnecessary changes * Updated how power values are calculated, added UI warnings for power sinks and power net checks * Updated how power values are calculated again, added support for portable generators * Removed unnecessary files * Map beacons start toggled off, console map now works outside the station, fixed substation icon * Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected * Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap * Updated the colors/positions of HV cables and SMESes to improve contrast * Fixed SMES color in map legend * Partially fixed auto-scrolling on device selection, made sublists alphabetical * Changed how auto-scroll is handled * Changed the font color of the console warning messages * Reduced the font size of beacon labels * Added the station name to the console * Organized references * Removed unwanted changes to RobustToolbox * Fix merge conflict * Fix merge conflict, maybe * Fix merge conflict * Updated outdated reference * Fixed portable_generator.yml * Implemented a number of requested changes, move bit masks to a shared component * Navigate listings via the navmap * First attempt at improving efficiency * Second attempt at optimization, entity grouping added for solar panels * Finished solar panel entity joining * Finished major revisions, code clean up needed * Finializing optimizations * Made requested changes * Bug fix, removed obsolete code * Bug fixes * Bug fixes * STarted revisions * Further revisions * More revision * Finalizing revisions. Need to make RT PR * Code tidying * More code tidying * Trying to avoid merge conflicts * Trying to avoid merge conflicts * Removed use of PVS * Improving efficiency * Addressed a bunch of outstanding issues * Clear old data on console refresh * UI adjustments * Made node comparison more robust. More devices can be combined into one entry * Added missing component 'dirty'
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component.AffectedStation = chosenStation.Value;
var query = AllEntityQuery<ApcComponent, TransformComponent>();
while (query.MoveNext(out var apcUid ,out var apc, out var transform))
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{
if (apc.MainBreakerEnabled && CompOrNull<StationMemberComponent>(transform.GridUid)?.Station == chosenStation)
component.Powered.Add(apcUid);
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}
RobustRandom.Shuffle(component.Powered);
component.NumberPerSecond = Math.Max(1, (int)(component.Powered.Count / component.SecondsUntilOff)); // Number of APCs to turn off every second. At least one.
}
protected override void Ended(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
base.Ended(uid, component, gameRule, args);
foreach (var entity in component.Unpowered)
{
if (Deleted(entity))
continue;
if (TryComp(entity, out ApcComponent? apcComponent))
{
if(!apcComponent.MainBreakerEnabled)
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_apcSystem.ApcToggleBreaker(entity, apcComponent);
}
}
// Can't use the default EndAudio
component.AnnounceCancelToken?.Cancel();
component.AnnounceCancelToken = new CancellationTokenSource();
Timer.Spawn(3000, () =>
{
Audio.PlayGlobal("/Audio/Announcements/power_on.ogg", Filter.Broadcast(), true, AudioParams.Default.WithVolume(-4f));
}, component.AnnounceCancelToken.Token);
component.Unpowered.Clear();
}
protected override void ActiveTick(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
var updates = 0;
component.FrameTimeAccumulator += frameTime;
if (component.FrameTimeAccumulator > component.UpdateRate)
{
updates = (int) (component.FrameTimeAccumulator / component.UpdateRate);
component.FrameTimeAccumulator -= component.UpdateRate * updates;
}
for (var i = 0; i < updates; i++)
{
if (component.Powered.Count == 0)
break;
var selected = component.Powered.Pop();
if (Deleted(selected))
continue;
if (TryComp<ApcComponent>(selected, out var apcComponent))
{
if (apcComponent.MainBreakerEnabled)
_apcSystem.ApcToggleBreaker(selected, apcComponent);
}
component.Unpowered.Add(selected);
}
}
}
}