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

@@ -1,4 +1,6 @@
using Robust.Shared.GameObjects;
#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -17,10 +19,12 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
private int _activeDrawRate;
[ViewVariables]
private BatteryComponent _battery;
[ComponentDependency] private BatteryComponent? _battery = default!;
[ViewVariables]
public PowerConsumerComponent Consumer { get; private set; }
public PowerConsumerComponent? Consumer => _consumer;
[ComponentDependency] private PowerConsumerComponent? _consumer = default!;
public override void ExposeData(ObjectSerializer serializer)
{
@@ -31,21 +35,26 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
public override void Initialize()
{
base.Initialize();
_battery = Owner.EnsureComponent<BatteryComponent>();
Consumer = Owner.EnsureComponent<PowerConsumerComponent>();
Owner.EnsureComponentWarn<BatteryComponent>();
Owner.EnsureComponentWarn<PowerConsumerComponent>();
UpdateDrawRate();
}
public void Update(float frameTime)
{
if (_consumer == null || _battery == null)
return;
//Simplified implementation - If a frame adds more power to a partially full battery than it can hold, the power is lost.
_battery.CurrentCharge += Consumer.ReceivedPower * frameTime;
_battery.CurrentCharge += _consumer.ReceivedPower * frameTime;
UpdateDrawRate();
}
private void UpdateDrawRate()
{
if (_battery == null)
return;
if (_battery.BatteryState == BatteryState.Full)
{
SetConsumerDraw(0);
@@ -58,9 +67,12 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
private void SetConsumerDraw(int newConsumerDrawRate)
{
if (Consumer.DrawRate != newConsumerDrawRate)
if (_consumer == null)
return;
if (_consumer.DrawRate != newConsumerDrawRate)
{
Consumer.DrawRate = newConsumerDrawRate;
_consumer.DrawRate = newConsumerDrawRate;
}
}