* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
134 lines
3.9 KiB
C#
134 lines
3.9 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power
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{
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[RegisterComponent]
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public class BatteryComponent : Component
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{
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public override string Name => "Battery";
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/// <summary>
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/// Maximum charge of the battery in joules (ie. watt seconds)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
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[DataField("maxCharge")]
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private int _maxCharge = 1000;
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/// <summary>
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/// Current charge of the battery in joules (ie. watt seconds)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
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[DataField("startingCharge")]
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private float _currentCharge = 500;
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/// <summary>
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/// True if the battery is fully charged.
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/// </summary>
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[ViewVariables] public bool IsFullyCharged => MathHelper.CloseTo(CurrentCharge, MaxCharge);
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[ViewVariables(VVAccess.ReadWrite)] [DataField("autoRecharge")] public bool AutoRecharge { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] [DataField("autoRechargeRate")] public float AutoRechargeRate { get; set; }
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[ViewVariables] public BatteryState BatteryState { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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UpdateStorageState();
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}
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/// <summary>
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/// If sufficient charge is avaiable on the battery, use it. Otherwise, don't.
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/// </summary>
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public virtual bool TryUseCharge(float chargeToUse)
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{
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if (chargeToUse >= CurrentCharge)
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{
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return false;
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}
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else
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{
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CurrentCharge -= chargeToUse;
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return true;
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}
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}
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public virtual float UseCharge(float toDeduct)
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{
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var chargeChangedBy = Math.Min(CurrentCharge, toDeduct);
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CurrentCharge -= chargeChangedBy;
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return chargeChangedBy;
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}
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public void FillFrom(BatteryComponent battery)
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{
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var powerDeficit = MaxCharge - CurrentCharge;
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if (battery.TryUseCharge(powerDeficit))
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{
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CurrentCharge += powerDeficit;
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}
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else
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{
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CurrentCharge += battery.CurrentCharge;
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battery.CurrentCharge = 0;
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}
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}
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protected virtual void OnChargeChanged() { }
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private void UpdateStorageState()
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{
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if (IsFullyCharged)
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{
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BatteryState = BatteryState.Full;
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}
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else if (CurrentCharge == 0)
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{
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BatteryState = BatteryState.Empty;
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}
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else
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{
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BatteryState = BatteryState.PartlyFull;
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}
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}
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private void SetMaxCharge(int newMax)
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{
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_maxCharge = Math.Max(newMax, 0);
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_currentCharge = Math.Min(_currentCharge, MaxCharge);
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UpdateStorageState();
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OnChargeChanged();
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}
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private void SetCurrentCharge(float newChargeAmount)
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{
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_currentCharge = MathHelper.Clamp(newChargeAmount, 0, MaxCharge);
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UpdateStorageState();
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OnChargeChanged();
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}
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public void OnUpdate(float frameTime)
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{
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if (!AutoRecharge) return;
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if (IsFullyCharged) return;
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CurrentCharge += AutoRechargeRate * frameTime;
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}
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}
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public enum BatteryState
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{
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Full,
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PartlyFull,
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Empty
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}
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}
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