Files
tbd-station-14/Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

84 lines
2.6 KiB
C#

#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
/// <summary>
/// Uses charge from a <see cref="BatteryComponent"/> to supply power via a <see cref="PowerSupplierComponent"/>.
/// </summary>
[RegisterComponent]
public class BatteryDischargerComponent : Component
{
public override string Name => "BatteryDischarger";
[ViewVariables]
[ComponentDependency] private BatteryComponent? _battery = default!;
[ViewVariables]
[ComponentDependency] private PowerSupplierComponent? _supplier = default!;
[ViewVariables(VVAccess.ReadWrite)]
public int ActiveSupplyRate { get => _activeSupplyRate; set => SetActiveSupplyRate(value); }
private int _activeSupplyRate;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _activeSupplyRate, "activeSupplyRate", 50);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn<BatteryComponent>();
Owner.EnsureComponentWarn<PowerSupplierComponent>();
UpdateSupplyRate();
}
public void Update(float frameTime)
{
if (_battery == null)
return;
//Simplified implementation - if the battery is empty, and charge is being added to the battery
//at a lower rate that this is using it, the charge is used without creating power supply.
_battery.CurrentCharge -= ActiveSupplyRate * frameTime;
UpdateSupplyRate();
}
private void UpdateSupplyRate()
{
if (_battery == null)
return;
if (_battery.BatteryState == BatteryState.Empty)
{
SetSupplierSupplyRate(0);
}
else
{
SetSupplierSupplyRate(ActiveSupplyRate);
}
}
private void SetSupplierSupplyRate(int newSupplierSupplyRate)
{
if (_supplier == null)
return;
if (_supplier.SupplyRate != newSupplierSupplyRate)
{
_supplier.SupplyRate = newSupplierSupplyRate;
}
}
private void SetActiveSupplyRate(int newEnabledSupplyRate)
{
_activeSupplyRate = newEnabledSupplyRate;
UpdateSupplyRate();
}
}
}