Refactor SMES component to move logic into PowerSmesSystem. (#15438)

This commit is contained in:
Josh Bothun
2023-05-01 08:21:49 -07:00
committed by GitHub
parent 750032b002
commit e3c9f7f8fe
3 changed files with 98 additions and 93 deletions

View File

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