using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power
{
[RegisterComponent]
public class BatteryComponent : Component
{
public override string Name => "Battery";
///
/// Maximum charge of the battery in joules (ie. watt seconds)
///
[ViewVariables(VVAccess.ReadWrite)] public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
private int _maxCharge;
///
/// Current charge of the battery in joules (ie. watt seconds)
///
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
private float _currentCharge;
///
/// True if the battery is fully charged.
///
[ViewVariables] public bool IsFullyCharged => MathHelper.CloseTo(CurrentCharge, MaxCharge);
[ViewVariables(VVAccess.ReadWrite)] public bool AutoRecharge { get; set; }
[ViewVariables(VVAccess.ReadWrite)] public float AutoRechargeRate { get; set; }
[ViewVariables] public BatteryState BatteryState { get; private set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _maxCharge, "maxCharge", 1000);
serializer.DataField(ref _currentCharge, "startingCharge", 500);
serializer.DataField(this, x => x.AutoRecharge, "autoRecharge", false);
serializer.DataField(this, x => x.AutoRechargeRate, "autoRechargeRate", 0);
}
public override void Initialize()
{
base.Initialize();
UpdateStorageState();
}
///
/// If sufficient charge is avaiable on the battery, use it. Otherwise, don't.
///
public bool TryUseCharge(float chargeToUse)
{
if (chargeToUse >= CurrentCharge)
{
return false;
}
else
{
CurrentCharge -= chargeToUse;
return true;
}
}
public float UseCharge(float toDeduct)
{
var chargeChangedBy = Math.Min(CurrentCharge, toDeduct);
CurrentCharge -= chargeChangedBy;
return chargeChangedBy;
}
public void FillFrom(BatteryComponent battery)
{
var powerDeficit = MaxCharge - CurrentCharge;
if (battery.TryUseCharge(powerDeficit))
{
CurrentCharge += powerDeficit;
}
else
{
CurrentCharge += battery.CurrentCharge;
battery.CurrentCharge = 0;
}
}
protected virtual void OnChargeChanged() { }
private void UpdateStorageState()
{
if (IsFullyCharged)
{
BatteryState = BatteryState.Full;
}
else if (CurrentCharge == 0)
{
BatteryState = BatteryState.Empty;
}
else
{
BatteryState = BatteryState.PartlyFull;
}
}
private void SetMaxCharge(int newMax)
{
_maxCharge = Math.Max(newMax, 0);
_currentCharge = Math.Min(_currentCharge, MaxCharge);
UpdateStorageState();
OnChargeChanged();
}
private void SetCurrentCharge(float newChargeAmount)
{
_currentCharge = MathHelper.Clamp(newChargeAmount, 0, MaxCharge);
UpdateStorageState();
OnChargeChanged();
}
public void OnUpdate(float frameTime)
{
if (!AutoRecharge) return;
if (IsFullyCharged) return;
CurrentCharge += AutoRechargeRate * frameTime;
}
}
public enum BatteryState
{
Full,
PartlyFull,
Empty
}
}