Power Cell Refactor (#5943)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
@@ -2,7 +2,7 @@ using System.Collections.Generic;
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using Content.Server.Clothing.Components;
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using Content.Server.Light.Components;
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using Content.Server.Popups;
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using Content.Server.PowerCell.Components;
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using Content.Server.PowerCell;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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@@ -29,6 +29,7 @@ namespace Content.Server.Light.EntitySystems
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{
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
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// But for now this will be better anyway.
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@@ -44,7 +45,7 @@ namespace Content.Server.Light.EntitySystems
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SubscribeLocalEvent<HandheldLightComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<HandheldLightComponent, GetActivationVerbsEvent>(AddToggleLightVerb);
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SubscribeLocalEvent<HandheldLightComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
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}
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@@ -57,21 +58,19 @@ namespace Content.Server.Light.EntitySystems
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{
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// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
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// Thus we'll just check if the level changes.
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if (component.Cell == null)
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if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
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return null;
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var currentCharge = component.Cell.CurrentCharge;
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if (MathHelper.CloseToPercent(currentCharge, 0) || component.Wattage > currentCharge)
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if (MathHelper.CloseToPercent(battery.CurrentCharge, 0) || component.Wattage > battery.CurrentCharge)
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return 0;
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return (byte?) ContentHelpers.RoundToNearestLevels(currentCharge / component.Cell.MaxCharge * 255, 255, SharedHandheldLightComponent.StatusLevels);
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return (byte?) ContentHelpers.RoundToNearestLevels(battery.CurrentCharge / battery.MaxCharge * 255, 255, SharedHandheldLightComponent.StatusLevels);
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}
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private void OnInit(EntityUid uid, HandheldLightComponent component, ComponentInit args)
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{
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EntityManager.EnsureComponent<PointLightComponent>(uid);
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component.CellSlot = EntityManager.EnsureComponent<PowerCellSlotComponent>(uid);
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// Want to make sure client has latest data on level so battery displays properly.
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component.Dirty(EntityManager);
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@@ -82,17 +81,6 @@ namespace Content.Server.Light.EntitySystems
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_activeLights.Remove(component);
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}
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private void OnInteractUsing(EntityUid uid, HandheldLightComponent component, InteractUsingEvent args)
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{
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// TODO: https://github.com/space-wizards/space-station-14/pull/5864#discussion_r775191916
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if (args.Handled) return;
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if (!_blocker.CanInteract(args.User)) return;
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if (!component.CellSlot.InsertCell(args.Used)) return;
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component.Dirty(EntityManager);
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args.Handled = true;
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}
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private void OnActivate(EntityUid uid, HandheldLightComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled) return;
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@@ -183,7 +171,7 @@ namespace Content.Server.Light.EntitySystems
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{
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if (component.Activated) return false;
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if (component.Cell == null)
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if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
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{
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SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
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_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), component.Owner, Filter.Entities(user));
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@@ -194,7 +182,7 @@ namespace Content.Server.Light.EntitySystems
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// To prevent having to worry about frame time in here.
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// Let's just say you need a whole second of charge before you can turn it on.
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// Simple enough.
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if (component.Wattage > component.Cell.CurrentCharge)
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if (component.Wattage > battery.CurrentCharge)
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{
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SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
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_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), component.Owner, Filter.Entities(user));
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@@ -241,7 +229,7 @@ namespace Content.Server.Light.EntitySystems
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public void TryUpdate(HandheldLightComponent component, float frameTime)
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{
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if (component.Cell == null)
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if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
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{
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TurnOff(component, false);
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return;
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@@ -249,11 +237,12 @@ namespace Content.Server.Light.EntitySystems
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var appearanceComponent = EntityManager.GetComponent<AppearanceComponent>(component.Owner);
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if (component.Cell.MaxCharge - component.Cell.CurrentCharge < component.Cell.MaxCharge * 0.70)
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var fraction = battery.CurrentCharge / battery.MaxCharge;
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if (fraction >= 0.30)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
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}
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else if (component.Cell.MaxCharge - component.Cell.CurrentCharge < component.Cell.MaxCharge * 0.90)
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else if (fraction >= 0.10)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
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}
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@@ -262,7 +251,8 @@ namespace Content.Server.Light.EntitySystems
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
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}
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if (component.Activated && !component.Cell.TryUseCharge(component.Wattage * frameTime)) TurnOff(component, false);
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if (component.Activated && !battery.TryUseCharge(component.Wattage * frameTime))
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TurnOff(component, false);
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var level = GetLevel(component);
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