Fix gravity shenanigans (#12866)
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285
Content.Server/Gravity/GravityGeneratorSystem.cs
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285
Content.Server/Gravity/GravityGeneratorSystem.cs
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using Content.Server.Audio;
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using Content.Server.Power.Components;
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using Content.Shared.Gravity;
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using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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namespace Content.Server.Gravity
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{
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public sealed class GravityGeneratorSystem : EntitySystem
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{
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[Dependency] private readonly AmbientSoundSystem _ambientSoundSystem = default!;
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[Dependency] private readonly GravitySystem _gravitySystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GravityGeneratorComponent, ComponentInit>(OnCompInit);
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SubscribeLocalEvent<GravityGeneratorComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<GravityGeneratorComponent, EntParentChangedMessage>(OnParentChanged); // Or just anchor changed?
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SubscribeLocalEvent<GravityGeneratorComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<GravityGeneratorComponent, SharedGravityGeneratorComponent.SwitchGeneratorMessage>(
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OnSwitchGenerator);
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}
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private void OnParentChanged(EntityUid uid, GravityGeneratorComponent component, ref EntParentChangedMessage args)
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{
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if (component.GravityActive && TryComp(args.OldParent, out GravityComponent? gravity))
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{
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_gravitySystem.RefreshGravity(args.OldParent.Value, gravity);
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}
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}
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private void OnComponentShutdown(EntityUid uid, GravityGeneratorComponent component, ComponentShutdown args)
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{
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if (component.GravityActive &&
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TryComp<TransformComponent>(uid, out var xform) &&
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TryComp(xform.ParentUid, out GravityComponent? gravity))
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{
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component.GravityActive = false;
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_gravitySystem.RefreshGravity(xform.ParentUid, gravity);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (gravGen, powerReceiver) in EntityManager
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.EntityQuery<GravityGeneratorComponent, ApcPowerReceiverComponent>())
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{
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if (!gravGen.Intact)
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continue;
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// Calculate charge rate based on power state and such.
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// Negative charge rate means discharging.
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float chargeRate;
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if (gravGen.SwitchedOn)
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{
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if (powerReceiver.Powered)
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{
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chargeRate = gravGen.ChargeRate;
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}
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else
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{
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// Scale discharge rate such that if we're at 25% active power we discharge at 75% rate.
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var receiving = powerReceiver.PowerReceived;
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var mainSystemPower = Math.Max(0, receiving - gravGen.IdlePowerUse);
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var ratio = 1 - mainSystemPower / (gravGen.ActivePowerUse - gravGen.IdlePowerUse);
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chargeRate = -(ratio * gravGen.ChargeRate);
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}
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}
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else
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{
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chargeRate = -gravGen.ChargeRate;
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}
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var active = gravGen.GravityActive;
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var lastCharge = gravGen.Charge;
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gravGen.Charge = Math.Clamp(gravGen.Charge + frameTime * chargeRate, 0, 1);
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if (chargeRate > 0)
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{
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// Charging.
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if (MathHelper.CloseTo(gravGen.Charge, 1) && !gravGen.GravityActive)
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{
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gravGen.GravityActive = true;
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}
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}
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else
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{
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// Discharging
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if (MathHelper.CloseTo(gravGen.Charge, 0) && gravGen.GravityActive)
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{
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gravGen.GravityActive = false;
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}
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}
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var updateUI = gravGen.NeedUIUpdate;
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if (!MathHelper.CloseTo(lastCharge, gravGen.Charge))
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{
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UpdateState(gravGen, powerReceiver);
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updateUI = true;
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}
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if (updateUI)
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UpdateUI(gravGen, powerReceiver, chargeRate);
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if (active != gravGen.GravityActive &&
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TryComp<TransformComponent>(gravGen.Owner, out var xform) &&
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TryComp<GravityComponent>(xform.ParentUid, out var gravity))
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{
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// Force it on in the faster path.
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if (gravGen.GravityActive)
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{
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_gravitySystem.EnableGravity(xform.ParentUid, gravity);
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}
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else
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{
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_gravitySystem.RefreshGravity(xform.ParentUid, gravity);
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}
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}
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}
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}
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private void SetSwitchedOn(EntityUid uid, GravityGeneratorComponent component, bool on, ApcPowerReceiverComponent? powerReceiver = null)
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{
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if (!Resolve(uid, ref powerReceiver))
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return;
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component.SwitchedOn = on;
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UpdatePowerState(component, powerReceiver);
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component.NeedUIUpdate = true;
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}
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private static void UpdatePowerState(
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GravityGeneratorComponent component,
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ApcPowerReceiverComponent powerReceiver)
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{
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powerReceiver.Load = component.SwitchedOn ? component.ActivePowerUse : component.IdlePowerUse;
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}
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private void UpdateUI(
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GravityGeneratorComponent component,
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ApcPowerReceiverComponent powerReceiver,
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float chargeRate)
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{
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if (!_uiSystem.IsUiOpen(component.Owner, SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key))
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return;
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var chargeTarget = chargeRate < 0 ? 0 : 1;
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short chargeEta;
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var atTarget = false;
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if (MathHelper.CloseTo(component.Charge, chargeTarget))
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{
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chargeEta = short.MinValue; // N/A
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atTarget = true;
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}
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else
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{
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var diff = chargeTarget - component.Charge;
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chargeEta = (short) Math.Abs(diff / chargeRate);
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}
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var status = chargeRate switch
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{
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> 0 when atTarget => GravityGeneratorPowerStatus.FullyCharged,
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< 0 when atTarget => GravityGeneratorPowerStatus.Off,
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> 0 => GravityGeneratorPowerStatus.Charging,
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< 0 => GravityGeneratorPowerStatus.Discharging,
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_ => throw new ArgumentOutOfRangeException()
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};
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var state = new SharedGravityGeneratorComponent.GeneratorState(
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component.SwitchedOn,
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(byte) (component.Charge * 255),
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status,
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(short) Math.Round(powerReceiver.PowerReceived),
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(short) Math.Round(powerReceiver.Load),
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chargeEta
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);
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_uiSystem.TrySetUiState(
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component.Owner,
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SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key,
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state);
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component.NeedUIUpdate = false;
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}
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private void OnCompInit(EntityUid uid, GravityGeneratorComponent component, ComponentInit args)
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{
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ApcPowerReceiverComponent? powerReceiver = null;
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if (!Resolve(uid, ref powerReceiver, false))
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return;
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UpdatePowerState(component, powerReceiver);
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UpdateState(component, powerReceiver);
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}
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private void OnInteractHand(EntityUid uid, GravityGeneratorComponent component, InteractHandEvent args)
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{
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if (!EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
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return;
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ApcPowerReceiverComponent? powerReceiver = default!;
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if (!Resolve(uid, ref powerReceiver))
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return;
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// Do not allow opening UI if broken or unpowered.
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if (!component.Intact || powerReceiver.PowerReceived < component.IdlePowerUse)
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return;
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_uiSystem.TryOpen(uid, SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key, actor.PlayerSession);
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component.NeedUIUpdate = true;
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}
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public void UpdateState(GravityGeneratorComponent grav, ApcPowerReceiverComponent powerReceiver)
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{
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var uid = grav.Owner;
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var appearance = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
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_appearance.SetData(uid, GravityGeneratorVisuals.Charge, grav.Charge, appearance);
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if (EntityManager.TryGetComponent(uid, out PointLightComponent? pointLight))
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{
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pointLight.Enabled = grav.Charge > 0;
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pointLight.Radius = MathHelper.Lerp(grav.LightRadiusMin, grav.LightRadiusMax, grav.Charge);
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}
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if (!grav.Intact)
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{
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MakeBroken(uid, grav, appearance);
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}
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else if (powerReceiver.PowerReceived < grav.IdlePowerUse)
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{
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MakeUnpowered(uid, grav, appearance);
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}
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else if (!grav.SwitchedOn)
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{
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MakeOff(uid, grav, appearance);
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}
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else
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{
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MakeOn(uid, grav, appearance);
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}
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}
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private void MakeBroken(EntityUid uid, GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner, false);
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_appearance.SetData(uid, GravityGeneratorVisuals.State, GravityGeneratorStatus.Broken);
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}
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private void MakeUnpowered(EntityUid uid, GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner, false);
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_appearance.SetData(uid, GravityGeneratorVisuals.State, GravityGeneratorStatus.Unpowered, appearance);
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}
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private void MakeOff(EntityUid uid, GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner, false);
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_appearance.SetData(uid, GravityGeneratorVisuals.State, GravityGeneratorStatus.Off, appearance);
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}
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private void MakeOn(EntityUid uid, GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner, true);
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_appearance.SetData(uid, GravityGeneratorVisuals.State, GravityGeneratorStatus.On, appearance);
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}
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private void OnSwitchGenerator(
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EntityUid uid,
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GravityGeneratorComponent component,
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SharedGravityGeneratorComponent.SwitchGeneratorMessage args)
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{
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SetSwitchedOn(uid, component, args.On);
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}
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}
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}
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