#nullable enable
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
[RegisterComponent]
public class PowerSupplierComponent : BasePowerNetComponent
public override string Name => "PowerSupplier";
[ViewVariables(VVAccess.ReadWrite)]
public int SupplyRate { get => _supplyRate; set => SetSupplyRate(value); }
[DataField("supplyRate")]
private int _supplyRate;
protected override void AddSelfToNet(IPowerNet powerNet)
powerNet.AddSupplier(this);
}
protected override void RemoveSelfFromNet(IPowerNet powerNet)
powerNet.RemoveSupplier(this);
private void SetSupplyRate(int newSupplyRate)
Net.UpdateSupplierSupply(this, SupplyRate, newSupplyRate);
_supplyRate = newSupplyRate;