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101
Content.Server/Power/Components/BatteryComponent.cs
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101
Content.Server/Power/Components/BatteryComponent.cs
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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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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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/// <summary>
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/// Battery node on the pow3r network. Needs other components to connect to actual networks.
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/// </summary>
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[RegisterComponent]
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public class BatteryComponent : Component
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{
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public override string Name => "Battery";
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/// <summary>
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/// Maximum charge of the battery in joules (ie. watt seconds)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public float MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
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[DataField("maxCharge")]
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private float _maxCharge;
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/// <summary>
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/// Current charge of the battery in joules (ie. watt seconds)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
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[DataField("startingCharge")]
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private float _currentCharge;
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/// <summary>
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/// True if the battery is fully charged.
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/// </summary>
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[ViewVariables] public bool IsFullyCharged => MathHelper.CloseTo(CurrentCharge, MaxCharge);
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[ViewVariables(VVAccess.ReadWrite)] [DataField("autoRecharge")] public bool AutoRecharge { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] [DataField("autoRechargeRate")] public float AutoRechargeRate { get; set; }
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/// <summary>
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/// If sufficient charge is avaiable on the battery, use it. Otherwise, don't.
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/// </summary>
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public virtual bool TryUseCharge(float chargeToUse)
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{
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if (chargeToUse >= CurrentCharge)
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{
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return false;
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}
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else
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{
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CurrentCharge -= chargeToUse;
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return true;
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}
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}
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public virtual float UseCharge(float toDeduct)
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{
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var chargeChangedBy = Math.Min(CurrentCharge, toDeduct);
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CurrentCharge -= chargeChangedBy;
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return chargeChangedBy;
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}
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public void FillFrom(BatteryComponent battery)
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{
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var powerDeficit = MaxCharge - CurrentCharge;
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if (battery.TryUseCharge(powerDeficit))
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{
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CurrentCharge += powerDeficit;
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}
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else
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{
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CurrentCharge += battery.CurrentCharge;
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battery.CurrentCharge = 0;
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}
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}
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protected virtual void OnChargeChanged() { }
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private void SetMaxCharge(float newMax)
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{
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_maxCharge = Math.Max(newMax, 0);
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_currentCharge = Math.Min(_currentCharge, MaxCharge);
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OnChargeChanged();
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}
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private void SetCurrentCharge(float newChargeAmount)
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{
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_currentCharge = MathHelper.Clamp(newChargeAmount, 0, MaxCharge);
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OnChargeChanged();
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}
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public void OnUpdate(float frameTime)
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{
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if (!AutoRecharge) return;
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if (IsFullyCharged) return;
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CurrentCharge += AutoRechargeRate * frameTime;
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}
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}
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}
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