Make radiation collector a power supplier (#24978)
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@@ -11,12 +11,22 @@ namespace Content.Server.Singularity.Components;
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public sealed partial class RadiationCollectorComponent : Component
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{
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/// <summary>
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/// How much joules will collector generate for each rad.
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/// Power output (in Watts) per unit of radiation collected.
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/// </summary>
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ChargeModifier = 30000f;
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/// <summary>
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/// Number of power ticks that the power supply can remain active for. This is needed since
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/// power and radiation don't update at the same tickrate, and since radiation does not provide
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/// an update when radiation is removed. When this goes to zero, zero out the power supplier
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/// to model the radiation source going away.
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/// </summary>
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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public int PowerTicksLeft = 0;
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/// <summary>
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/// Is the machine enabled.
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/// </summary>
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@@ -38,6 +38,7 @@ public sealed class RadiationCollectorSystem : EntitySystem
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SubscribeLocalEvent<RadiationCollectorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RadiationCollectorComponent, EntInsertedIntoContainerMessage>(OnTankChanged);
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SubscribeLocalEvent<RadiationCollectorComponent, EntRemovedFromContainerMessage>(OnTankChanged);
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SubscribeLocalEvent<NetworkBatteryPostSync>(PostSync);
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}
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private bool TryGetLoadedGasTank(EntityUid uid, [NotNullWhen(true)] out GasTankComponent? gasTankComponent)
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@@ -107,20 +108,34 @@ public sealed class RadiationCollectorSystem : EntitySystem
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}
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}
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// No idea if this is even vaguely accurate to the previous logic.
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// The maths is copied from that logic even though it works differently.
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// But the previous logic would also make the radiation collectors never ever stop providing energy.
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// And since frameTime was used there, I'm assuming that this is what the intent was.
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// This still won't stop things being potentially hilariously unbalanced though.
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if (TryComp<BatteryComponent>(uid, out var batteryComponent))
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if (TryComp<PowerSupplierComponent>(uid, out var comp))
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{
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_batterySystem.SetCharge(uid, charge, batteryComponent);
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int powerHoldoverTicks = _gameTiming.TickRate * 2; // number of ticks to hold radiation
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component.PowerTicksLeft = powerHoldoverTicks;
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comp.MaxSupply = component.Enabled ? charge : 0;
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}
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// Update appearance
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UpdatePressureIndicatorAppearance(uid, component, gasTankComponent);
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}
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private void PostSync(NetworkBatteryPostSync ev)
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{
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// This is run every power tick. Used to decrement the PowerTicksLeft counter.
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var query = EntityQueryEnumerator<RadiationCollectorComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (component.PowerTicksLeft > 0)
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{
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component.PowerTicksLeft -= 1;
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}
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else if (TryComp<PowerSupplierComponent>(uid, out var comp))
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{
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comp.MaxSupply = 0;
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}
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}
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}
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private void OnExamined(EntityUid uid, RadiationCollectorComponent component, ExaminedEvent args)
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{
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if (!TryGetLoadedGasTank(uid, out var gasTank))
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@@ -62,21 +62,11 @@
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- reactantPrototype: Plasma
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powerGenerationEfficiency: 1
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reactantBreakdownRate: 0.0001
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# Note that this doesn't matter too much (see next comment)
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# However it does act as a cap on power receivable via the collector.
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- type: Battery
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maxCharge: 100000
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startingCharge: 0
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- type: BatteryDischarger
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# This is JUST a default. It has to be dynamically adjusted to ensure that the battery doesn't discharge "too fast" & run out immediately, while still scaling by input power.
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activeSupplyRate: 100000
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- type: RadiationReceiver
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- type: PowerSupplier
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- type: Anchorable
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- type: Rotatable
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- type: Pullable
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- type: PowerNetworkBattery
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maxSupply: 1000000000
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supplyRampTolerance: 1000000000
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- type: GuideHelp
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guides: [ Singularity, Power ]
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- type: ContainerContainer
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