#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
{
///
/// Takes power via a to charge a .
///
[RegisterComponent]
public class BatteryStorageComponent : Component
{
public override string Name => "BatteryStorage";
[ViewVariables(VVAccess.ReadWrite)]
public int ActiveDrawRate { get => _activeDrawRate; set => SetActiveDrawRate(value); }
[DataField("activeDrawRate")]
private int _activeDrawRate = 100;
[ViewVariables]
[ComponentDependency] private BatteryComponent? _battery = default!;
[ViewVariables]
public PowerConsumerComponent? Consumer => _consumer;
[ComponentDependency] private PowerConsumerComponent? _consumer = default!;
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn();
Owner.EnsureComponentWarn();
UpdateDrawRate();
}
public void Update(float frameTime)
{
if (_consumer == null || _battery == null)
return;
//Simplified implementation - If a frame adds more power to a partially full battery than it can hold, the power is lost.
_battery.CurrentCharge += _consumer.ReceivedPower * frameTime;
UpdateDrawRate();
}
private void UpdateDrawRate()
{
if (_battery == null)
return;
if (_battery.BatteryState == BatteryState.Full)
{
SetConsumerDraw(0);
}
else
{
SetConsumerDraw(ActiveDrawRate);
}
}
private void SetConsumerDraw(int newConsumerDrawRate)
{
if (_consumer == null)
return;
if (_consumer.DrawRate != newConsumerDrawRate)
{
_consumer.DrawRate = newConsumerDrawRate;
}
}
private void SetActiveDrawRate(int newEnabledDrawRate)
{
_activeDrawRate = newEnabledDrawRate;
UpdateDrawRate();
}
}
}