Power Cell Refactor (#5943)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
121
Content.Server/Power/Components/ChargerComponent.cs
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121
Content.Server/Power/Components/ChargerComponent.cs
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using System;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Power;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Power.Components
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{
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[RegisterComponent]
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public sealed class ChargerComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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public override string Name => "Charger";
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[ViewVariables]
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public BatteryComponent? HeldBattery;
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[ViewVariables]
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private CellChargerStatus _status;
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[DataField("chargeRate")]
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private int _chargeRate = 100;
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[DataField("transferEfficiency")]
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private float _transferEfficiency = 0.85f;
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[DataField("chargerSlot", required: true)]
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public ItemSlot ChargerSlot = new();
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private CellChargerStatus GetStatus()
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{
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if (_entMan.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver) &&
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!receiver.Powered)
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{
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return CellChargerStatus.Off;
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}
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if (!ChargerSlot.HasItem)
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{
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return CellChargerStatus.Empty;
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}
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if (HeldBattery != null && Math.Abs(HeldBattery.MaxCharge - HeldBattery.CurrentCharge) < 0.01)
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{
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return CellChargerStatus.Charged;
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}
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return CellChargerStatus.Charging;
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}
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public void UpdateStatus()
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{
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// Not called UpdateAppearance just because it messes with the load
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var status = GetStatus();
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if (_status == status ||
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!_entMan.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver))
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{
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return;
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}
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_status = status;
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_entMan.TryGetComponent(Owner, out AppearanceComponent? appearance);
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switch (_status)
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{
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// Update load just in case
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case CellChargerStatus.Off:
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receiver.Load = 0;
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Off);
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break;
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case CellChargerStatus.Empty:
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receiver.Load = 0;
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Empty);
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break;
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case CellChargerStatus.Charging:
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receiver.Load = (int) (_chargeRate / _transferEfficiency);
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Charging);
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break;
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case CellChargerStatus.Charged:
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receiver.Load = 0;
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Charged);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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appearance?.SetData(CellVisual.Occupied, ChargerSlot.HasItem);
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}
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public void OnUpdate(float frameTime) //todo: make single system for this
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{
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if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged || !ChargerSlot.HasItem)
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{
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return;
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}
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TransferPower(frameTime);
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}
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private void TransferPower(float frameTime)
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{
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if (_entMan.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver) &&
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!receiver.Powered)
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{
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return;
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}
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if (HeldBattery == null)
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{
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return;
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}
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HeldBattery.CurrentCharge += _chargeRate * frameTime;
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// Just so the sprite won't be set to 99.99999% visibility
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if (HeldBattery.MaxCharge - HeldBattery.CurrentCharge < 0.01)
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{
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HeldBattery.CurrentCharge = HeldBattery.MaxCharge;
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}
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UpdateStatus();
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}
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}
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}
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