Added power checks

Added power checks to:
Reagent Dispenser
Medical Scanner
Lathes
Research Console
Vending Machines

Added power device component to:
chem dispenser prototype
medical scanner prototype

Fixes for #706
This commit is contained in:
JiimBob
2020-03-21 15:37:22 -04:00
parent a1357a1ff3
commit d645b1470e
7 changed files with 64 additions and 29 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Medical;
using Content.Server.GameObjects.Components.Power;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.Components.UserInterface;
@@ -24,6 +25,10 @@ namespace Content.Server.GameObjects.Components.Medical
private readonly Vector2 _ejectOffset = new Vector2(-0.5f, 0f);
public bool IsOccupied => _bodyContainer.ContainedEntity != null;
///implementing PowerDeviceComponent
private PowerDeviceComponent _powerDevice;
private bool Powered => _powerDevice.Powered;
public override void Initialize()
{
base.Initialize();
@@ -31,6 +36,7 @@ namespace Content.Server.GameObjects.Components.Medical
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
.GetBoundUserInterface(MedicalScannerUiKey.Key);
_bodyContainer = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-bodyContainer", Owner);
_powerDevice = Owner.GetComponent<PowerDeviceComponent>();
UpdateUserInterface();
}
@@ -79,6 +85,8 @@ namespace Content.Server.GameObjects.Components.Medical
private void UpdateUserInterface()
{
if (!Powered)
return;
var newState = GetUserInterfaceState();
_userInterface.SetState(newState);
}
@@ -112,6 +120,8 @@ namespace Content.Server.GameObjects.Components.Medical
{
return;
}
if (!Powered)
return;
_userInterface.Open(actor.playerSession);
}