Power Cell Refactor (#5943)

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-01-05 17:20:25 +13:00
committed by GitHub
parent 4eddefdda1
commit 0aa4f9efbe
37 changed files with 673 additions and 987 deletions

View File

@@ -0,0 +1,121 @@
using System;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Power;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Power.Components
{
[RegisterComponent]
public sealed class ChargerComponent : Component
{
[Dependency] private readonly IEntityManager _entMan = default!;
public override string Name => "Charger";
[ViewVariables]
public BatteryComponent? HeldBattery;
[ViewVariables]
private CellChargerStatus _status;
[DataField("chargeRate")]
private int _chargeRate = 100;
[DataField("transferEfficiency")]
private float _transferEfficiency = 0.85f;
[DataField("chargerSlot", required: true)]
public ItemSlot ChargerSlot = new();
private CellChargerStatus GetStatus()
{
if (_entMan.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return CellChargerStatus.Off;
}
if (!ChargerSlot.HasItem)
{
return CellChargerStatus.Empty;
}
if (HeldBattery != null && Math.Abs(HeldBattery.MaxCharge - HeldBattery.CurrentCharge) < 0.01)
{
return CellChargerStatus.Charged;
}
return CellChargerStatus.Charging;
}
public void UpdateStatus()
{
// Not called UpdateAppearance just because it messes with the load
var status = GetStatus();
if (_status == status ||
!_entMan.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver))
{
return;
}
_status = status;
_entMan.TryGetComponent(Owner, out AppearanceComponent? appearance);
switch (_status)
{
// Update load just in case
case CellChargerStatus.Off:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Off);
break;
case CellChargerStatus.Empty:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Empty);
break;
case CellChargerStatus.Charging:
receiver.Load = (int) (_chargeRate / _transferEfficiency);
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charging);
break;
case CellChargerStatus.Charged:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charged);
break;
default:
throw new ArgumentOutOfRangeException();
}
appearance?.SetData(CellVisual.Occupied, ChargerSlot.HasItem);
}
public void OnUpdate(float frameTime) //todo: make single system for this
{
if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged || !ChargerSlot.HasItem)
{
return;
}
TransferPower(frameTime);
}
private void TransferPower(float frameTime)
{
if (_entMan.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return;
}
if (HeldBattery == null)
{
return;
}
HeldBattery.CurrentCharge += _chargeRate * frameTime;
// Just so the sprite won't be set to 99.99999% visibility
if (HeldBattery.MaxCharge - HeldBattery.CurrentCharge < 0.01)
{
HeldBattery.CurrentCharge = HeldBattery.MaxCharge;
}
UpdateStatus();
}
}
}