using System;
using Content.Shared.GameObjects.Components.Power;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
///
/// Handles the "user-facing" side of the actual SMES object.
/// This is operations that are specific to the SMES, like UI and visuals.
/// Code interfacing with the powernet is handled in and .
///
[RegisterComponent]
public class SmesComponent : Component
{
public override string Name => "Smes";
private BatteryComponent _battery;
private AppearanceComponent _appearance;
private int _lastChargeLevel = 0;
private TimeSpan _lastChargeLevelChange;
private ChargeState _lastChargeState;
private TimeSpan _lastChargeStateChange;
private const int VisualsChangeDelay = 1;
#pragma warning disable 649
[Dependency] private readonly IGameTiming _gameTiming;
#pragma warning restore 649
public override void Initialize()
{
base.Initialize();
_battery = Owner.GetComponent();
_appearance = Owner.GetComponent();
}
public void OnUpdate()
{
var newLevel = GetNewChargeLevel();
if (newLevel != _lastChargeLevel && _lastChargeLevelChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
{
_lastChargeLevel = newLevel;
_lastChargeLevelChange = _gameTiming.CurTime;
_appearance.SetData(SmesVisuals.LastChargeLevel, newLevel);
}
var newChargeState = GetNewChargeState();
if (newChargeState != _lastChargeState && _lastChargeStateChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
{
_lastChargeState = newChargeState;
_lastChargeStateChange = _gameTiming.CurTime;
_appearance.SetData(SmesVisuals.LastChargeState, newChargeState);
}
}
private int GetNewChargeLevel()
{
return ContentHelpers.RoundToLevels(_battery.CurrentCharge, _battery.MaxCharge, 6);
}
private ChargeState GetNewChargeState()
{
var supplier = Owner.GetComponent();
var consumer = Owner.GetComponent();
if (supplier.SupplyRate > 0 && consumer.DrawRate != consumer.ReceivedPower)
{
return ChargeState.Discharging;
}
else if (supplier.SupplyRate == 0 && consumer.DrawRate > 0)
{
return ChargeState.Charging;
}
else
{
return ChargeState.Still;
}
}
}
}