* Add art assets for cloning * Added a 'Scan DNA' button to the medical scanner * Made the UI update unconditional for the medical scanner until checks for power changes are in place * Update Medical scanner to reflect powered status and fix #1774 * added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state * Add disabling logic to 'Scan DNA' button on medical scanner * Removed un-used libraries * Added playing parameter to radiatingLightComponent, changed it's animation key to radiatingLight * refactored RadiatingLight into a visualizer * Added different light animations for differnt power states of a flashlight * split out the radiating light visualizer into two seperate visualizers * further refactored and tweaked handheldlight animations * further lantern light tweaks * removed un-used attributes in flashlight and lantern prototypes * fix null check in handheldlightcomponent
115 lines
3.2 KiB
C#
115 lines
3.2 KiB
C#
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.Serialization;
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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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[ViewVariables(VVAccess.ReadWrite)] public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
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private int _maxCharge;
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
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private float _currentCharge;
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[ViewVariables] public BatteryState BatteryState { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _maxCharge, "maxCharge", 1000);
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serializer.DataField(ref _currentCharge, "startingCharge", 500);
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}
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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 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 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 (CurrentCharge == MaxCharge)
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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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}
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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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