Clean up APCs (#19841)

While here, fix an issue where APCs don't update the UI state after a load change.
This commit is contained in:
deltanedas
2023-09-05 22:19:43 +01:00
committed by GitHub
parent 8437038fd4
commit f2669b5771
2 changed files with 194 additions and 181 deletions

View File

@@ -1,6 +1,7 @@
using Content.Server.Power.NodeGroups;
using Content.Shared.APC;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Power.Components;
@@ -10,16 +11,26 @@ public sealed partial class ApcComponent : BaseApcNetComponent
[DataField("onReceiveMessageSound")]
public SoundSpecifier OnReceiveMessageSound = new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg");
[ViewVariables]
[DataField("lastChargeState")]
public ApcChargeState LastChargeState;
[DataField("lastChargeStateTime", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan LastChargeStateTime;
[ViewVariables]
[DataField("lastExternalState")]
public ApcExternalPowerState LastExternalState;
/// <summary>
/// Time the ui was last updated automatically.
/// Done after every <see cref="VisualsChangeDelay"/> to show the latest load.
/// If charge state changes it will be instantly updated.
/// </summary>
[DataField("lastUiUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan LastUiUpdate;
[ViewVariables]
[DataField("enabled")]
public bool MainBreakerEnabled = true;
// TODO: remove this since it probably breaks when 2 people use it
[DataField("hasAccess")]
public bool HasAccess = false;
public const float HighPowerThreshold = 0.9f;

View File

@@ -8,22 +8,20 @@ using Content.Shared.APC;
using Content.Shared.Emag.Components;
using Content.Shared.Emag.Systems;
using Content.Shared.Popups;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Timing;
namespace Content.Server.Power.EntitySystems
{
[UsedImplicitly]
internal sealed class ApcSystem : EntitySystem
namespace Content.Server.Power.EntitySystems;
public sealed class ApcSystem : EntitySystem
{
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
public override void Initialize()
{
@@ -40,6 +38,19 @@ namespace Content.Server.Power.EntitySystems
SubscribeLocalEvent<ApcComponent, EmpPulseEvent>(OnEmpPulse);
}
public override void Update(float deltaTime)
{
var query = EntityQueryEnumerator<ApcComponent, PowerNetworkBatteryComponent, ServerUserInterfaceComponent>();
while (query.MoveNext(out var uid, out var apc, out var battery, out var ui))
{
if (apc.LastUiUpdate + ApcComponent.VisualsChangeDelay < _gameTiming.CurTime)
{
apc.LastUiUpdate = _gameTiming.CurTime;
UpdateUIState(uid, apc, battery, ui);
}
}
}
// Change the APC's state only when the battery state changes, or when it's first created.
private void OnBatteryChargeChanged(EntityUid uid, ApcComponent component, ref ChargeChangedEvent args)
{
@@ -50,23 +61,18 @@ namespace Content.Server.Power.EntitySystems
{
UpdateApcState(uid, component);
}
//Update the HasAccess var for UI to read
private void OnBoundUiOpen(EntityUid uid, ApcComponent component, BoundUIOpenedEvent args)
{
TryComp<AccessReaderComponent>(uid, out var access);
if (args.Session.AttachedEntity == null)
return;
if (access == null || _accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid, access))
{
component.HasAccess = true;
}
else
{
component.HasAccess = false;
}
// TODO: this should be per-player not stored on the apc
component.HasAccess = _accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid);
UpdateApcState(uid, component);
}
private void OnToggleMainBreaker(EntityUid uid, ApcComponent component, ApcToggleMainBreakerMessage args)
{
var attemptEv = new ApcToggleMainBreakerAttemptEvent();
@@ -78,11 +84,10 @@ namespace Content.Server.Power.EntitySystems
return;
}
TryComp<AccessReaderComponent>(uid, out var access);
if (args.Session.AttachedEntity == null)
return;
if (access == null || _accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid, access))
if (_accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid))
{
ApcToggleBreaker(uid, component);
}
@@ -131,11 +136,9 @@ namespace Content.Server.Power.EntitySystems
}
var extPowerState = CalcExtPowerState(uid, battery.NetworkBattery);
if (extPowerState != apc.LastExternalState
|| apc.LastUiUpdate + ApcComponent.VisualsChangeDelay < _gameTiming.CurTime)
if (extPowerState != apc.LastExternalState)
{
apc.LastExternalState = extPowerState;
apc.LastUiUpdate = _gameTiming.CurTime;
UpdateUIState(uid, apc, battery);
}
}
@@ -200,4 +203,3 @@ namespace Content.Server.Power.EntitySystems
[ByRefEvent]
public record struct ApcToggleMainBreakerAttemptEvent(bool Cancelled);
}