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
This commit is contained in:
Peter Wedder
2020-10-29 20:17:03 +02:00
committed by GitHub
parent 60bee860cb
commit fca556a1c1
81 changed files with 1328 additions and 284 deletions

View File

@@ -1,18 +1,33 @@
using Content.Shared.GameObjects.Components.Power;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power
{
/// <summary>
/// Batteries that have update an <see cref="AppearanceComponent"/> based on their charge percent.
/// Batteries that can update an <see cref="AppearanceComponent"/> based on their charge percent
/// and fit into a <see cref="PowerCellSlotComponent"/> of the appropriate size.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(BatteryComponent))]
public class PowerCellComponent : BatteryComponent
public class PowerCellComponent : BatteryComponent, IExamine
{
public override string Name => "PowerCell";
[ViewVariables] public PowerCellSize CellSize => _cellSize;
private PowerCellSize _cellSize = PowerCellSize.Small;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _cellSize, "cellSize", PowerCellSize.Small);
}
public override void Initialize()
{
base.Initialize();
@@ -33,5 +48,20 @@ namespace Content.Server.GameObjects.Components.Power
appearance.SetData(PowerCellVisuals.ChargeLevel, CurrentCharge / MaxCharge);
}
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if(inDetailsRange)
{
message.AddMarkup(Loc.GetString($"The charge indicator reads {CurrentCharge / MaxCharge * 100:F0} %."));
}
}
}
public enum PowerCellSize
{
Small,
Medium,
Large
}
}