Some Power nullable & ComponentDependency (#3050)

* Power nullability

* AME nullability

* re-adds EnsureComponents

* conflict fix

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* removes duplicate component assignment

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
This commit is contained in:
collinlunn
2021-02-01 10:19:43 -06:00
committed by GitHub
parent 044040effe
commit b51b8cb182
18 changed files with 94 additions and 62 deletions

View File

@@ -1,6 +1,9 @@
using Robust.Shared.GameObjects;
#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
@@ -13,10 +16,10 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
public override string Name => "BatteryDischarger";
[ViewVariables]
private BatteryComponent _battery;
[ComponentDependency] private BatteryComponent? _battery = default!;
[ViewVariables]
private PowerSupplierComponent _supplier;
[ComponentDependency] private PowerSupplierComponent? _supplier = default!;
[ViewVariables(VVAccess.ReadWrite)]
public int ActiveSupplyRate { get => _activeSupplyRate; set => SetActiveSupplyRate(value); }
@@ -31,14 +34,16 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
public override void Initialize()
{
base.Initialize();
_battery = Owner.EnsureComponent<BatteryComponent>();
_supplier = Owner.EnsureComponent<PowerSupplierComponent>();
Owner.EnsureComponentWarn<BatteryComponent>();
Owner.EnsureComponentWarn<PowerSupplierComponent>();
UpdateSupplyRate();
}
public void Update(float frameTime)
{
if (_battery == null)
return;
//Simplified implementation - if the battery is empty, and charge is being added to the battery
//at a lower rate that this is using it, the charge is used without creating power supply.
_battery.CurrentCharge -= ActiveSupplyRate * frameTime;
@@ -47,6 +52,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
private void UpdateSupplyRate()
{
if (_battery == null)
return;
if (_battery.BatteryState == BatteryState.Empty)
{
SetSupplierSupplyRate(0);
@@ -59,6 +67,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
private void SetSupplierSupplyRate(int newSupplierSupplyRate)
{
if (_supplier == null)
return;
if (_supplier.SupplyRate != newSupplierSupplyRate)
{
_supplier.SupplyRate = newSupplierSupplyRate;