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

@@ -56,5 +56,53 @@ namespace Content.Shared.Utility
return (int)Math.Floor(preround);
}
}
/// <summary>
/// Returns the segment <paramref name="actual"/> lies on on a decimal scale from 0 to <paramref name="max"/> divided into
/// <paramref name="levels"/> sections. In less mathematical terms, same as <see cref="RoundToLevels"/>
/// except <paramref name="actual"/> is rounded to the nearest matching level instead of 0 and the highest level being
/// precisely 0 and max and no other value.
/// </summary>
/// <example>
/// You have a 5-segment progress bar used to display a percentile value.
/// You want the display to match the percentile value as accurately as possible, so that eg.
/// 95% is rounded up to 5, 89.99% is rounded down to 4, 15% is rounded up to 1 and 5% is rounded down
/// to 0, in terms of number of segments lit.
/// In this case you would use <code>RoundToNearestLevels(value, max, 5)</code>
/// </example>
/// <param name="actual">The point to be rounded to the nearest level.</param>
/// <param name="max">The maximum value of the scale.</param>
/// <param name="levels">Number of segments the scale is subdivided into.</param>
/// <returns>The segment <paramref name="actual"/> lies on.</returns>
/// <exception cref="ArgumentException"></exception>
public static int RoundToNearestLevels(double actual, double max, int levels)
{
if (levels <= 1)
{
throw new ArgumentException("Levels must be greater than 1.", nameof(levels));
}
if (actual >= max)
{
return levels;
}
if (actual <= 0)
{
return 0;
}
double step = max / levels;
int nearest = 0;
double nearestDiff = actual;
for (var i = 1; i <= levels; i++)
{
var diff = Math.Abs(actual - i * step);
if (diff < nearestDiff)
{
nearestDiff = diff;
nearest = i;
}
}
return nearest;
}
}
}