Refactor SMES component to move logic into PowerSmesSystem. (#15438)
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78
Content.Server/Power/SMES/SmesSystem.cs
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78
Content.Server/Power/SMES/SmesSystem.cs
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Power;
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using Content.Shared.Rounding;
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using Content.Shared.SMES;
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using JetBrains.Annotations;
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using Robust.Shared.Timing;
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namespace Content.Server.Power.SMES;
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[UsedImplicitly]
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internal sealed class SmesSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(PowerNetSystem));
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SubscribeLocalEvent<SmesComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SmesComponent, ChargeChangedEvent>(OnBatteryChargeChanged);
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}
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private void OnMapInit(EntityUid uid, SmesComponent component, MapInitEvent args)
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{
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UpdateSmesState(uid, component);
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}
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private void OnBatteryChargeChanged(EntityUid uid, SmesComponent component, ref ChargeChangedEvent args)
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{
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UpdateSmesState(uid, component);
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}
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private void UpdateSmesState(EntityUid uid, SmesComponent smes)
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{
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var newLevel = CalcChargeLevel(uid);
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if (newLevel != smes.LastChargeLevel && smes.LastChargeLevelTime + smes.VisualsChangeDelay < _gameTiming.CurTime)
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{
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smes.LastChargeLevel = newLevel;
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smes.LastChargeLevelTime = _gameTiming.CurTime;
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_appearance.SetData(uid, SmesVisuals.LastChargeLevel, newLevel);
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}
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var newChargeState = CalcChargeState(uid);
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if (newChargeState != smes.LastChargeState && smes.LastChargeStateTime + smes.VisualsChangeDelay < _gameTiming.CurTime)
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{
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smes.LastChargeState = newChargeState;
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smes.LastChargeStateTime = _gameTiming.CurTime;
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_appearance.SetData(uid, SmesVisuals.LastChargeState, newChargeState);
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}
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}
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private int CalcChargeLevel(EntityUid uid, BatteryComponent? battery = null)
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{
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if (!Resolve<BatteryComponent>(uid, ref battery))
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return 0;
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return ContentHelpers.RoundToLevels(battery.CurrentCharge, battery.MaxCharge, 6);
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}
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private ChargeState CalcChargeState(EntityUid uid, PowerNetworkBatteryComponent? netBattery = null)
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{
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if (!Resolve<PowerNetworkBatteryComponent>(uid, ref netBattery))
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return ChargeState.Still;
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return (netBattery.CurrentSupply - netBattery.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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