#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
///
/// Uses charge from a to supply power via a .
///
[RegisterComponent]
public class BatteryDischargerComponent : Component
{
public override string Name => "BatteryDischarger";
[ViewVariables]
[ComponentDependency] private BatteryComponent? _battery = default!;
[ViewVariables]
[ComponentDependency] private PowerSupplierComponent? _supplier = default!;
[ViewVariables(VVAccess.ReadWrite)]
public int ActiveSupplyRate { get => _activeSupplyRate; set => SetActiveSupplyRate(value); }
[DataField("activeSupplyRate")]
private int _activeSupplyRate = 50;
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn();
Owner.EnsureComponentWarn();
UpdateSupplyRate();
}
public void Update(float frameTime)
{
if (_battery == null)
return;
//Simplified implementation - if the battery is empty, and charge is being added to the battery
//at a lower rate that this is using it, the charge is used without creating power supply.
_battery.CurrentCharge -= ActiveSupplyRate * frameTime;
UpdateSupplyRate();
}
private void UpdateSupplyRate()
{
if (_battery == null)
return;
if (_battery.BatteryState == BatteryState.Empty)
{
SetSupplierSupplyRate(0);
}
else
{
SetSupplierSupplyRate(ActiveSupplyRate);
}
}
private void SetSupplierSupplyRate(int newSupplierSupplyRate)
{
if (_supplier == null)
return;
if (_supplier.SupplyRate != newSupplierSupplyRate)
{
_supplier.SupplyRate = newSupplierSupplyRate;
}
}
private void SetActiveSupplyRate(int newEnabledSupplyRate)
{
_activeSupplyRate = newEnabledSupplyRate;
UpdateSupplyRate();
}
}
}