Adds sized (S, M, L) power cells and a generic component for battery powered items (#2352)
* Refactor battery/powercell assets and add new ones. * committing before I fuck things up * slot component doned I think * dictionary update * Fixes * Moving flashlight to powerslotcomponent * har har i am using the message tubes * Better documentation comment * Reverting this overengineered garbage. * Off with ye I said * Examine texts. * Some minor fixes to IDE complaints * slot size from yaml * Ignored component + removing a useless typo entry * Making stunbatons use this * Handle the message and remove some unnecessary dirtiness * actionblocker checks * remove unused file * remove updatevisual * make these nullable * make these nullable too * Unrename sprite folder * check itemcomponent on insertion * Use SendMessage over Owner.SendMessage * Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it. * get rid of public fields which are Bad * add a description for the stun baton while i'm in here * one more public field * Add the blinky animation to the atomic cell * Fix the charge indicator being STUPID * better comments * this is a better function * add pause for flashlight, remove unnecessary imports from battery * potato battery copyright link * WHO DID THAT * mr clean has come * Random pitch * pausing * round to nearest levels
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@@ -11,14 +11,28 @@ namespace Content.Server.GameObjects.Components.Power
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{
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public override string Name => "Battery";
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/// <summary>
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/// Maximum charge of the battery in joules (ie. watt seconds)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
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private int _maxCharge;
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/// <summary>
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/// Current charge of the battery in joules (ie. watt seconds)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
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private float _currentCharge;
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/// <summary>
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/// True if the battery is fully charged.
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/// </summary>
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[ViewVariables] public bool IsFullyCharged => MathHelper.CloseTo(CurrentCharge, MaxCharge);
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[ViewVariables(VVAccess.ReadWrite)] public bool AutoRecharge { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] public float AutoRechargeRate { get; set; }
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[ViewVariables] public BatteryState BatteryState { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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@@ -26,6 +40,8 @@ namespace Content.Server.GameObjects.Components.Power
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base.ExposeData(serializer);
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serializer.DataField(ref _maxCharge, "maxCharge", 1000);
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serializer.DataField(ref _currentCharge, "startingCharge", 500);
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serializer.DataField(this, x => x.AutoRecharge, "autoRecharge", false);
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serializer.DataField(this, x => x.AutoRechargeRate, "autoRechargeRate", 0);
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}
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public override void Initialize()
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@@ -75,7 +91,7 @@ namespace Content.Server.GameObjects.Components.Power
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private void UpdateStorageState()
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{
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if (CurrentCharge == MaxCharge)
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if (IsFullyCharged)
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{
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BatteryState = BatteryState.Full;
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}
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@@ -103,6 +119,13 @@ namespace Content.Server.GameObjects.Components.Power
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UpdateStorageState();
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OnChargeChanged();
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}
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public void OnUpdate(float frameTime)
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{
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if (!AutoRecharge) return;
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if (IsFullyCharged) return;
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CurrentCharge += AutoRechargeRate * frameTime;
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}
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}
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public enum BatteryState
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