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OldThink/Content.Server/GameObjects/EntitySystems/PowerSystem.cs

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using Content.Server.GameObjects.Components.Power;
using SS14.Shared.GameObjects.System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Content.Shared.GameObjects.EntitySystems
{
public class PowerSystem : EntitySystem
{
public List<Powernet> Powernets = new List<Powernet>();
public override void Update(float frametime)
{
for (int i = 0; i < Powernets.Count; i++)
{
var powernet = Powernets[i];
if (powernet.Dirty)
{
//Tell all the wires of this net to be prepared to create/join new powernets
foreach (var wire in powernet.Wirelist)
{
wire.Regenerating = true;
}
foreach (var wire in powernet.Wirelist)
{
//Only a few wires should pass this if check since each will create and take all the others into its powernet
if (wire.Regenerating)
wire.SpreadPowernet();
}
//At this point all wires will have found/joined new powernet, all capable nodes will have joined them as well and removed themselves from nodelist
powernet.DirtyKill();
i--;
}
}
foreach(var powernet in Powernets)
{
powernet.Update(frametime);
}
}
}
}