Files
tbd-station-14/Content.Server/Solar/Components/SolarPanelComponent.cs
Acruid 15fb554c28 Engine Entity Anchoring Changes (#4195)
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.

* Fixes power tests with new anchored requirements.

* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.

* Fixed bug with nodes, power works again.

* Adds lifetime stages to Component.

* Update Engine to v0.4.70.
2021-06-19 19:41:26 -07:00

93 lines
2.7 KiB
C#

#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
{
/// <summary>
/// This is a solar panel.
/// It generates power from the sun based on coverage.
/// </summary>
[RegisterComponent]
public class SolarPanelComponent : Component, IBreakAct
{
public override string Name => "SolarPanel";
/// <summary>
/// Maximum supply output by this panel (coverage = 1)
/// </summary>
[DataField("maxsupply")]
private int _maxSupply = 1500;
[ViewVariables(VVAccess.ReadWrite)]
public int MaxSupply
{
get => _maxSupply;
set {
_maxSupply = value;
UpdateSupply();
}
}
/// <summary>
/// Current coverage of this panel (from 0 to 1).
/// This is updated by <see cref='PowerSolarSystem'/>.
/// </summary>
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();
}
}
}
/// <summary>
/// The game time (<see cref='IGameTiming'/>) 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.
/// </summary>
[ViewVariables]
public TimeSpan TimeOfNextCoverageUpdate = TimeSpan.MinValue;
private void UpdateSupply()
{
if (Owner.TryGetComponent<PowerSupplierComponent>(out var supplier))
{
supplier.SupplyRate = (int) (_maxSupply * _coverage);
}
}
protected override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn<PowerSupplierComponent>();
UpdateSupply();
}
public void OnBreak(BreakageEventArgs args)
{
if (!Owner.TryGetComponent<SpriteComponent>(out var sprite))
return;
sprite.LayerSetState(0, "broken");
MaxSupply = 0;
}
}
}