using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
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); }
private int _activeDrawRate;
[ViewVariables]
private BatteryComponent _battery;
[ViewVariables]
public PowerConsumerComponent Consumer { get; private set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _activeDrawRate, "activeDrawRate", 100);
}
public override void Initialize()
{
base.Initialize();
_battery = Owner.EnsureComponent();
Consumer = Owner.EnsureComponent();
UpdateDrawRate();
}
public void Update(float frameTime)
{
//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.BatteryState == BatteryState.Full)
{
SetConsumerDraw(0);
}
else
{
SetConsumerDraw(ActiveDrawRate);
}
}
private void SetConsumerDraw(int newConsumerDrawRate)
{
if (Consumer.DrawRate != newConsumerDrawRate)
{
Consumer.DrawRate = newConsumerDrawRate;
}
}
private void SetActiveDrawRate(int newEnabledDrawRate)
{
_activeDrawRate = newEnabledDrawRate;
UpdateDrawRate();
}
}
}