#nullable enable
using System;
using Content.Server.Power.Components;
using Content.Server.Solar.EntitySystems;
using Content.Shared.Acts;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Server.Solar.Components
{
///
/// This is a solar panel.
/// It generates power from the sun based on coverage.
///
[RegisterComponent]
public class SolarPanelComponent : Component, IBreakAct
{
public override string Name => "SolarPanel";
///
/// Maximum supply output by this panel (coverage = 1)
///
[DataField("maxsupply")]
private int _maxSupply = 1500;
[ViewVariables(VVAccess.ReadWrite)]
public int MaxSupply
{
get => _maxSupply;
set {
_maxSupply = value;
UpdateSupply();
}
}
///
/// Current coverage of this panel (from 0 to 1).
/// This is updated by .
///
private float _coverage = 0;
[ViewVariables]
public float Coverage
{
get => _coverage;
set {
// This gets updated once-per-tick, so avoid updating it if truly unnecessary
if (_coverage != value) {
_coverage = value;
UpdateSupply();
}
}
}
///
/// The game time () of the next coverage update.
/// This may have a random offset applied.
/// This is used to reduce solar panel updates and stagger them to prevent lagspikes.
/// This should only be updated by the PowerSolarSystem but is viewable for debugging.
///
[ViewVariables]
public TimeSpan TimeOfNextCoverageUpdate = TimeSpan.MinValue;
private void UpdateSupply()
{
if (Owner.TryGetComponent(out var supplier))
{
supplier.SupplyRate = (int) (_maxSupply * _coverage);
}
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn();
UpdateSupply();
}
public void OnBreak(BreakageEventArgs args)
{
if (!Owner.TryGetComponent(out var sprite))
return;
sprite.LayerSetState(0, "broken");
MaxSupply = 0;
}
}
}