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

@@ -1,16 +0,0 @@
using JetBrains.Annotations;
namespace Content.Server.Power.SMES
{
[UsedImplicitly]
internal sealed class PowerSmesSystem : EntitySystem
{
public override void Update(float frameTime)
{
foreach (var comp in EntityManager.EntityQuery<SmesComponent>(true))
{
comp.OnUpdate();
}
}
}
}

View File

@@ -5,82 +5,25 @@ using Content.Shared.SMES;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Timing; 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> [ViewVariables]
/// Handles the "user-facing" side of the actual SMES object. public ChargeState LastChargeState;
/// This is operations that are specific to the SMES, like UI and visuals. [ViewVariables]
/// Code interfacing with the powernet is handled in <see cref="BatteryStorageComponent"/> and <see cref="BatteryDischargerComponent"/>. public TimeSpan LastChargeStateTime;
/// </summary> [ViewVariables]
[RegisterComponent] public int LastChargeLevel;
public sealed class SmesComponent : Component [ViewVariables]
{ public TimeSpan LastChargeLevelTime;
[Dependency] private readonly IEntityManager _entMan = default!; [ViewVariables]
[Dependency] private readonly IGameTiming _gameTiming = default!; public TimeSpan VisualsChangeDelay = TimeSpan.FromSeconds(1);
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
};
}
}
} }

View File

@@ -0,0 +1,78 @@
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.Power;
using Content.Shared.Rounding;
using Content.Shared.SMES;
using JetBrains.Annotations;
using Robust.Shared.Timing;
namespace Content.Server.Power.SMES;
[UsedImplicitly]
internal sealed class SmesSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(PowerNetSystem));
SubscribeLocalEvent<SmesComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SmesComponent, ChargeChangedEvent>(OnBatteryChargeChanged);
}
private void OnMapInit(EntityUid uid, SmesComponent component, MapInitEvent args)
{
UpdateSmesState(uid, component);
}
private void OnBatteryChargeChanged(EntityUid uid, SmesComponent component, ref ChargeChangedEvent args)
{
UpdateSmesState(uid, component);
}
private void UpdateSmesState(EntityUid uid, SmesComponent smes)
{
var newLevel = CalcChargeLevel(uid);
if (newLevel != smes.LastChargeLevel && smes.LastChargeLevelTime + smes.VisualsChangeDelay < _gameTiming.CurTime)
{
smes.LastChargeLevel = newLevel;
smes.LastChargeLevelTime = _gameTiming.CurTime;
_appearance.SetData(uid, SmesVisuals.LastChargeLevel, newLevel);
}
var newChargeState = CalcChargeState(uid);
if (newChargeState != smes.LastChargeState && smes.LastChargeStateTime + smes.VisualsChangeDelay < _gameTiming.CurTime)
{
smes.LastChargeState = newChargeState;
smes.LastChargeStateTime = _gameTiming.CurTime;
_appearance.SetData(uid, SmesVisuals.LastChargeState, newChargeState);
}
}
private int CalcChargeLevel(EntityUid uid, BatteryComponent? battery = null)
{
if (!Resolve<BatteryComponent>(uid, ref battery))
return 0;
return ContentHelpers.RoundToLevels(battery.CurrentCharge, battery.MaxCharge, 6);
}
private ChargeState CalcChargeState(EntityUid uid, PowerNetworkBatteryComponent? netBattery = null)
{
if (!Resolve<PowerNetworkBatteryComponent>(uid, ref netBattery))
return ChargeState.Still;
return (netBattery.CurrentSupply - netBattery.CurrentReceiving) switch
{
> 0 => ChargeState.Discharging,
< 0 => ChargeState.Charging,
_ => ChargeState.Still
};
}
}