Some work on the mess that is this power code.

Jesus.

Tons of fixes, refactors and other things.
The powernet's code is still awful though.
This commit is contained in:
Pieter-Jan Briers
2018-05-27 16:44:50 +02:00
parent f1ec10e3e1
commit 147aad5064
24 changed files with 444 additions and 172 deletions

View File

@@ -4,6 +4,7 @@ using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
using SS14.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using YamlDotNet.RepresentationModel;
@@ -18,24 +19,45 @@ namespace Content.Server.GameObjects.Components.Power
public override string Name => "PowerDevice";
/// <summary>
/// The method of draw we will try to use to place our load set via component parameter, defaults to using power providers
/// The method of draw we will try to use to place our load set via component parameter, defaults to using power providers
/// </summary>
public virtual DrawTypes Drawtype { get; protected set; } = DrawTypes.Provider;
public virtual DrawTypes DrawType { get; protected set; } = DrawTypes.Provider;
/// <summary>
/// The power draw method we are currently connected to and using
/// The power draw method we are currently connected to and using
/// </summary>
public DrawTypes Connected { get; protected set; } = DrawTypes.None;
public bool _powered = false;
public bool Powered { get; private set; } = false;
/// <summary>
/// Status indicator variable for powered
/// Is an external power source currently available?
/// </summary>
public virtual bool Powered
public bool ExternalPowered
{
get => _powered;
set => SetPowered(value);
get => _externalPowered;
set
{
_externalPowered = value;
UpdatePowered();
}
}
private bool _externalPowered = false;
/// <summary>
/// Is an internal power source currently available?
/// </summary>
public bool InternalPowered
{
get => _internalPowered;
set
{
_internalPowered = value;
UpdatePowered();
}
}
private bool _internalPowered = false;
/// <summary>
/// Priority for powernet draw, lower will draw first, defined in powernet.cs
@@ -50,7 +72,7 @@ namespace Content.Server.GameObjects.Components.Power
public float Load
{
get => _load;
set { UpdateLoad(value); }
set => UpdateLoad(value);
}
/// <summary>
@@ -60,20 +82,22 @@ namespace Content.Server.GameObjects.Components.Power
private PowerProviderComponent _provider;
/// <summary>
/// A power provider that will handle our load, if we are linked to any
/// </summary>
public PowerProviderComponent Provider
{
get => _provider;
set {
set
{
Connected = DrawTypes.Provider;
if (_provider != null)
{
_provider.RemoveDevice(this);
}
if(value != null)
if (value != null)
{
_provider = value;
_provider.AddDevice(this);
@@ -85,11 +109,13 @@ namespace Content.Server.GameObjects.Components.Power
}
}
public event EventHandler<PowerStateEventArgs> OnPowerStateChanged;
public override void OnAdd()
{
base.OnAdd();
if (Drawtype == DrawTypes.Both || Drawtype == DrawTypes.Node)
if (DrawType == DrawTypes.Node || DrawType == DrawTypes.Both)
{
if (!Owner.TryGetComponent(out PowerNodeComponent node))
{
@@ -106,7 +132,7 @@ namespace Content.Server.GameObjects.Components.Power
{
if (Owner.TryGetComponent(out PowerNodeComponent node))
{
if(node.Parent != null)
if (node.Parent != null)
{
node.Parent.RemoveDevice(this);
}
@@ -123,7 +149,7 @@ namespace Content.Server.GameObjects.Components.Power
{
if (mapping.TryGetNode("Drawtype", out YamlNode node))
{
Drawtype = node.AsEnum<DrawTypes>();
DrawType = node.AsEnum<DrawTypes>();
}
if (mapping.TryGetNode("Load", out node))
{
@@ -137,7 +163,7 @@ namespace Content.Server.GameObjects.Components.Power
string IExamine.Examine()
{
if(!Powered)
if (!Powered)
{
return "The device is not powered";
}
@@ -148,44 +174,32 @@ namespace Content.Server.GameObjects.Components.Power
{
var oldLoad = _load;
_load = value;
if(Connected == DrawTypes.Node)
if (Connected == DrawTypes.Node)
{
var node = Owner.GetComponent<PowerNodeComponent>();
node.Parent.UpdateDevice(this, oldLoad);
}
else if(Connected == DrawTypes.Provider)
else if (Connected == DrawTypes.Provider)
{
Provider.UpdateDevice(this, oldLoad);
}
}
/// <summary>
/// Changes behavior when receiving a command to become powered or depowered
/// </summary>
/// <param name="value"></param>
public virtual void SetPowered(bool value)
private void UpdatePowered()
{
//Let them set us to true
if (value == true)
var oldPowered = Powered;
Powered = ExternalPowered || InternalPowered;
if (oldPowered != Powered)
{
_powered = true;
return;
}
//A powernet has decided we will not be powered this tick, lets try to power ourselves
if (value == false && Owner.TryGetComponent(out PowerStorageComponent storage))
{
if (storage.CanDeductCharge(Load))
if (Powered)
{
storage.DeductCharge(Load);
_powered = true;
return;
OnPowerStateChanged?.Invoke(this, new PowerStateEventArgs(true));
}
else
{
OnPowerStateChanged?.Invoke(this, new PowerStateEventArgs(false));
}
}
//For some reason above we could not power ourselves, we depower
_powered = false;
return;
}
/// <summary>
@@ -196,7 +210,7 @@ namespace Content.Server.GameObjects.Components.Power
{
AvailableProviders.Add(provider);
if(Connected != DrawTypes.Node)
if (Connected != DrawTypes.Node)
{
ConnectToBestProvider();
}
@@ -234,7 +248,7 @@ namespace Content.Server.GameObjects.Components.Power
}
}
if(Provider != bestprovider)
if (Provider != bestprovider)
Provider = bestprovider;
}
@@ -246,9 +260,15 @@ namespace Content.Server.GameObjects.Components.Power
{
if (!AvailableProviders.Contains(provider))
return;
AvailableProviders.Remove(provider);
if (provider == Provider)
{
Provider = null;
ExternalPowered = false;
}
if (Connected != DrawTypes.Node)
{
ConnectToBestProvider();
@@ -260,7 +280,7 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
/// <param name="sender"></param>
/// <param name="eventarg"></param>
private void PowernetConnect(object sender, PowernetEventArgs eventarg)
protected virtual void PowernetConnect(object sender, PowernetEventArgs eventarg)
{
//This sets connected = none so it must be first
Provider = null;
@@ -274,7 +294,7 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
/// <param name="sender"></param>
/// <param name="eventarg"></param>
private void PowernetRegenerate(object sender, PowernetEventArgs eventarg)
protected virtual void PowernetRegenerate(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddDevice(this);
}
@@ -284,13 +304,31 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
/// <param name="sender"></param>
/// <param name="eventarg"></param>
private void PowernetDisconnect(object sender, PowernetEventArgs eventarg)
protected virtual void PowernetDisconnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.RemoveDevice(this);
Connected = DrawTypes.None;
ConnectToBestProvider();
}
internal virtual void ProcessInternalPower(float frametime)
{
if (Owner.TryGetComponent<PowerStorageComponent>(out var storage) && storage.CanDeductCharge(Load))
{
// We still keep InternalPowered correct if connected externally,
// but don't use it.
if (!ExternalPowered)
{
storage.DeductCharge(Load);
}
InternalPowered = true;
}
else
{
InternalPowered = false;
}
}
}
public enum DrawTypes
@@ -298,6 +336,16 @@ namespace Content.Server.GameObjects.Components.Power
None = 0,
Node = 1,
Provider = 2,
Both = 3
Both = 3,
}
public class PowerStateEventArgs : EventArgs
{
public readonly bool Powered;
public PowerStateEventArgs(bool powered)
{
Powered = powered;
}
}
}