using System.Diagnostics.CodeAnalysis;
using Content.Client.Power.Components;
using Content.Shared.Power.Components;
using Content.Shared.Power.EntitySystems;
using Content.Shared.Examine;
using Robust.Shared.GameStates;
namespace Content.Client.Power.EntitySystems;
public sealed class PowerReceiverSystem : SharedPowerReceiverSystem
{
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<ApcPowerReceiverComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentHandleState>(OnHandleState);
}
private void OnExamined(Entity<ApcPowerReceiverComponent> ent, ref ExaminedEvent args)
args.PushMarkup(GetExamineText(ent.Comp.Powered));
private void OnHandleState(EntityUid uid, ApcPowerReceiverComponent component, ref ComponentHandleState args)
if (args.Current is not ApcPowerReceiverComponentState state)
return;
component.Powered = state.Powered;
component.NeedsPower = state.NeedsPower;
component.PowerDisabled = state.PowerDisabled;
public override bool ResolveApc(EntityUid entity, [NotNullWhen(true)] ref SharedApcPowerReceiverComponent? component)
if (component != null)
return true;
if (!TryComp(entity, out ApcPowerReceiverComponent? receiver))
return false;
component = receiver;