Stop BatterySystem from iterating over every battery just to recharge micro-reactors (#5393)
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@@ -72,6 +72,7 @@ namespace Content.Client.Entry
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"Mop",
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"Bucket",
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"CableVis",
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"BatterySelfRecharger",
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"Puddle",
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"Stomach",
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"CanSpill",
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@@ -34,10 +34,6 @@ namespace Content.Server.Power.Components
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/// </summary>
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[ViewVariables] public bool IsFullyCharged => MathHelper.CloseToPercent(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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@@ -89,12 +85,5 @@ namespace Content.Server.Power.Components
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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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@@ -0,0 +1,21 @@
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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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/// Self-recharging battery.
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/// </summary>
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[RegisterComponent]
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public class BatterySelfRechargerComponent : Component
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{
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public override string Name => "BatterySelfRecharger";
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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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}
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}
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@@ -17,7 +17,7 @@ namespace Content.Server.Power.EntitySystems
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private void PreSync(NetworkBatteryPreSync ev)
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{
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foreach (var (bat, netBat) in EntityManager.EntityQuery<BatteryComponent, PowerNetworkBatteryComponent>())
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foreach (var (netBat, bat) in EntityManager.EntityQuery<PowerNetworkBatteryComponent, BatteryComponent>())
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{
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netBat.NetworkBattery.Capacity = bat.MaxCharge;
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netBat.NetworkBattery.CurrentStorage = bat.CurrentCharge;
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@@ -26,7 +26,7 @@ namespace Content.Server.Power.EntitySystems
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private void PostSync(NetworkBatteryPostSync ev)
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{
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foreach (var (bat, netBat) in EntityManager.EntityQuery<BatteryComponent, PowerNetworkBatteryComponent>())
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foreach (var (netBat, bat) in EntityManager.EntityQuery<PowerNetworkBatteryComponent, BatteryComponent>())
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{
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bat.CurrentCharge = netBat.NetworkBattery.CurrentStorage;
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}
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@@ -34,9 +34,11 @@ namespace Content.Server.Power.EntitySystems
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public override void Update(float frameTime)
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{
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foreach (var comp in EntityManager.EntityQuery<BatteryComponent>())
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foreach (var (comp, batt) in EntityManager.EntityQuery<BatterySelfRechargerComponent, BatteryComponent>())
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{
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comp.OnUpdate(frameTime);
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if (!comp.AutoRecharge) continue;
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if (batt.IsFullyCharged) continue;
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batt.CurrentCharge += comp.AutoRechargeRate * frameTime;
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}
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}
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}
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@@ -145,6 +145,7 @@
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- type: PowerCell
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maxCharge: 50
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startingCharge: 50
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- type: BatterySelfRecharger
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autoRecharge: true
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autoRechargeRate: 0.16667 #takes about 5 minutes to charge itself back to full
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- type: Appearance
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@@ -165,6 +166,7 @@
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- type: PowerCell
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maxCharge: 600 #lights drain 3/s but recharge of 2 makes this 1/s. Therefore 600 is 10 minutes of light.
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startingCharge: 600
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- type: BatterySelfRecharger
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autoRecharge: true
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autoRechargeRate: 2 #recharge of 2 makes total drain 1w / s so max charge is 1:1 with time. Time to fully charge should be 5 minutes. Having recharge gives light an extended flicker period which gives you some warning to return to light area.
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- type: Appearance
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