Power cells

This commit is contained in:
Pieter-Jan Briers
2018-09-21 08:21:40 +02:00
parent 952c58c226
commit c33daddda2
12 changed files with 349 additions and 100 deletions

View File

@@ -11,12 +11,11 @@ using YamlDotNet.RepresentationModel;
namespace Content.Server.GameObjects.Components.Power
{
/// <summary>
/// Feeds energy from the powernet and may have the ability to supply back into it
/// Stores electrical energy. Used by power cells and SMESes.
/// </summary>
public class PowerStorageComponent : Component
public abstract class PowerStorageComponent : Component
{
public override string Name => "PowerStorage";
[ViewVariables]
public ChargeState LastChargeState { get; private set; } = ChargeState.Still;
public DateTime LastChargeStateChange { get; private set; }
@@ -31,9 +30,15 @@ namespace Content.Server.GameObjects.Components.Power
/// <summary>
/// Energy the battery is currently storing.
/// In Joules.
/// In most cases you should use <see cref="DeductCharge"/> and <see cref="AddCharge"/> to modify this.
/// </summary>
[ViewVariables]
public float Charge => _charge;
[ViewVariables(VVAccess.ReadWrite)]
public virtual float Charge
{
get => _charge;
set => _charge = value;
}
private float _charge = 0;
/// <summary>
@@ -55,26 +60,6 @@ namespace Content.Server.GameObjects.Components.Power
[ViewVariables]
public bool Full => Charge >= Capacity;
private bool _chargepowernet = false;
/// <summary>
/// Do we distribute power into the powernet from our stores if the powernet requires it?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool ChargePowernet
{
get => _chargepowernet;
set
{
_chargepowernet = value;
if (Owner.TryGetComponent(out PowerNodeComponent node))
{
if (node.Parent != null)
node.Parent.UpdateStorageType(this);
}
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
@@ -83,46 +68,14 @@ namespace Content.Server.GameObjects.Components.Power
serializer.DataField(ref _charge, "charge", 0);
serializer.DataField(ref _chargeRate, "chargerate", 1000);
serializer.DataField(ref _distributionRate, "distributionrate", 1000);
serializer.DataField(ref _chargepowernet, "chargepowernet", false);
}
public override void OnAdd()
{
base.OnAdd();
if (!Owner.TryGetComponent(out PowerNodeComponent node))
{
Owner.AddComponent<PowerNodeComponent>();
node = Owner.GetComponent<PowerNodeComponent>();
}
node.OnPowernetConnect += PowernetConnect;
node.OnPowernetDisconnect += PowernetDisconnect;
node.OnPowernetRegenerate += PowernetRegenerate;
}
public override void OnRemove()
{
if (Owner.TryGetComponent(out PowerNodeComponent node))
{
if (node.Parent != null)
{
node.Parent.RemovePowerStorage(this);
}
node.OnPowernetConnect -= PowernetConnect;
node.OnPowernetDisconnect -= PowernetDisconnect;
node.OnPowernetRegenerate -= PowernetRegenerate;
}
base.OnRemove();
}
/// <summary>
/// Checks if the storage can supply the amount of charge directly requested
/// </summary>
public bool CanDeductCharge(float todeduct)
public bool CanDeductCharge(float toDeduct)
{
if (Charge > todeduct)
if (Charge > toDeduct)
return true;
return false;
}
@@ -130,14 +83,14 @@ namespace Content.Server.GameObjects.Components.Power
/// <summary>
/// Deducts the requested charge from the energy storage
/// </summary>
public void DeductCharge(float todeduct)
public virtual void DeductCharge(float toDeduct)
{
_charge = Math.Max(0, Charge - todeduct);
_charge = Math.Max(0, Charge - toDeduct);
LastChargeState = ChargeState.Discharging;
LastChargeStateChange = DateTime.Now;
}
public void AddCharge(float charge)
public virtual void AddCharge(float charge)
{
_charge = Math.Min(Capacity, Charge + charge);
LastChargeState = ChargeState.Charging;
@@ -160,6 +113,24 @@ namespace Content.Server.GameObjects.Components.Power
return Math.Min(DistributionRate * frameTime, Charge);
}
/// <summary>
/// Tries to deduct a wattage over a certain amount of time.
/// </summary>
/// <param name="wattage">The wattage of the power drain.</param>
/// <param name="frameTime">The amount of time in this "frame".</param>
/// <returns>True if the amount of energy was deducted, false.</returns>
public bool TryDeductWattage(float wattage, float frameTime)
{
var avail = AvailableCharge(frameTime);
if (avail < wattage * frameTime)
{
return false;
}
DeductCharge(wattage * frameTime);
return true;
}
public ChargeState GetChargeState()
{
return GetChargeState(TimeSpan.FromSeconds(1));
@@ -182,35 +153,5 @@ namespace Content.Server.GameObjects.Components.Power
}
AddCharge(RequestCharge(frameTime));
}
/// <summary>
/// Node has become anchored to a powernet
/// </summary>
/// <param name="sender"></param>
/// <param name="eventarg"></param>
private void PowernetConnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddPowerStorage(this);
}
/// <summary>
/// Node has had its powernet regenerated
/// </summary>
/// <param name="sender"></param>
/// <param name="eventarg"></param>
private void PowernetRegenerate(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddPowerStorage(this);
}
/// <summary>
/// Node has become unanchored from a powernet
/// </summary>
/// <param name="sender"></param>
/// <param name="eventarg"></param>
private void PowernetDisconnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.RemovePowerStorage(this);
}
}
}