Refactor SMES component to move logic into PowerSmesSystem. (#15438)
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@@ -5,82 +5,25 @@ using Content.Shared.SMES;
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using Robust.Server.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Server.Power.SMES
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namespace Content.Server.Power.SMES;
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/// <summary>
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/// Handles the "user-facing" side of the actual SMES object.
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/// This is operations that are specific to the SMES, like UI and visuals.
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/// Logic is handled in <see cref="PowerSmesSystem"/>
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/// Code interfacing with the powernet is handled in <see cref="BatteryStorageComponent"/> and <see cref="BatteryDischargerComponent"/>.
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/// </summary>
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[RegisterComponent, Access(typeof(SmesSystem))]
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public sealed class SmesComponent : Component
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{
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/// <summary>
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/// Handles the "user-facing" side of the actual SMES object.
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/// This is operations that are specific to the SMES, like UI and visuals.
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/// Code interfacing with the powernet is handled in <see cref="BatteryStorageComponent"/> and <see cref="BatteryDischargerComponent"/>.
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/// </summary>
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[RegisterComponent]
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public sealed class SmesComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private int _lastChargeLevel;
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private TimeSpan _lastChargeLevelChange;
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private ChargeState _lastChargeState;
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private TimeSpan _lastChargeStateChange;
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private const int VisualsChangeDelay = 1;
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protected override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn<ServerAppearanceComponent>();
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}
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public void OnUpdate()
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{
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var newLevel = GetNewChargeLevel();
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if (newLevel != _lastChargeLevel && _lastChargeLevelChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
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{
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_lastChargeLevel = newLevel;
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_lastChargeLevelChange = _gameTiming.CurTime;
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if (_entMan.TryGetComponent(Owner, out AppearanceComponent? appearance))
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{
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appearance.SetData(SmesVisuals.LastChargeLevel, newLevel);
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}
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}
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var newChargeState = GetNewChargeState();
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if (newChargeState != _lastChargeState && _lastChargeStateChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
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{
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_lastChargeState = newChargeState;
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_lastChargeStateChange = _gameTiming.CurTime;
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if (_entMan.TryGetComponent(Owner, out AppearanceComponent? appearance))
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{
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appearance.SetData(SmesVisuals.LastChargeState, newChargeState);
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}
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}
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}
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private int GetNewChargeLevel()
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{
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if (!_entMan.TryGetComponent(Owner, out BatteryComponent? battery))
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{
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return 0;
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}
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return ContentHelpers.RoundToLevels(battery.CurrentCharge, battery.MaxCharge, 6);
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}
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private ChargeState GetNewChargeState()
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{
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var battery = _entMan.GetComponent<PowerNetworkBatteryComponent>(Owner);
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return (battery.CurrentSupply - battery.CurrentReceiving) switch
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{
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> 0 => ChargeState.Discharging,
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< 0 => ChargeState.Charging,
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_ => ChargeState.Still
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};
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}
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}
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[ViewVariables]
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public ChargeState LastChargeState;
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[ViewVariables]
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public TimeSpan LastChargeStateTime;
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[ViewVariables]
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public int LastChargeLevel;
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[ViewVariables]
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public TimeSpan LastChargeLevelTime;
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[ViewVariables]
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public TimeSpan VisualsChangeDelay = TimeSpan.FromSeconds(1);
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}
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