Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
155 lines
5.2 KiB
C#
155 lines
5.2 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Power;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Log;
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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.Chargers
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{
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public abstract class BaseCharger : Component
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{
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public IEntity HeldItem { get; protected set; }
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protected ContainerSlot _container;
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protected PowerDeviceComponent _powerDevice;
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public CellChargerStatus Status => _status;
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protected CellChargerStatus _status;
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protected AppearanceComponent _appearanceComponent;
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public abstract double CellChargePercent { get; }
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// Powered items have their own charge rates, this is just a way to have chargers with different rates as well
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public float TransferRatio => _transferRatio;
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[ViewVariables]
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protected float _transferRatio;
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public float TransferEfficiency => _transferEfficiency;
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[ViewVariables]
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protected float _transferEfficiency;
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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 _transferRatio, "transfer_ratio", 0.1f);
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serializer.DataField(ref _transferEfficiency, "transfer_efficiency", 0.85f);
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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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_powerDevice = Owner.GetComponent<PowerDeviceComponent>();
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if (_powerDevice == null)
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{
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var exc = new InvalidOperationException("Chargers requires a PowerDevice to function");
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Logger.FatalS("charger", exc.Message);
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throw exc;
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}
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_container =
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ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powerCellContainer", Owner);
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_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
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_powerDevice.OnPowerStateChanged += PowerUpdate;
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}
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/// <summary>
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/// This will remove the item directly into the user's hand rather than the floor
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/// </summary>
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/// <param name="user"></param>
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public void RemoveItemToHand(IEntity user)
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{
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var heldItem = _container.ContainedEntity;
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if (heldItem == null)
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{
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return;
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}
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RemoveItem();
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if (user.TryGetComponent(out HandsComponent handsComponent) &&
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heldItem.TryGetComponent(out ItemComponent itemComponent))
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{
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handsComponent.PutInHand(itemComponent);
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}
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}
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/// <summary>
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/// Will put the charger's item on the floor if available
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/// </summary>
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public void RemoveItem()
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{
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if (_container.ContainedEntity == null)
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{
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return;
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}
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_container.Remove(HeldItem);
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HeldItem = null;
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UpdateStatus();
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}
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protected void PowerUpdate(object sender, PowerStateEventArgs eventArgs)
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{
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UpdateStatus();
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}
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protected abstract CellChargerStatus GetStatus();
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protected abstract void TransferPower(float frameTime);
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protected void UpdateStatus()
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{
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// Not called UpdateAppearance just because it messes with the load
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var status = GetStatus();
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if (_status == status)
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{
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return;
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}
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_status = status;
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switch (_status)
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{
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// Update load just in case
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case CellChargerStatus.Off:
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_powerDevice.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Off);
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break;
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case CellChargerStatus.Empty:
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_powerDevice.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Empty); ;
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break;
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case CellChargerStatus.Charging:
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charging);
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break;
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case CellChargerStatus.Charged:
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_powerDevice.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charged);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_appearanceComponent?.SetData(CellVisual.Occupied, _container.ContainedEntity != null);
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_status = status;
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}
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public void OnUpdate(float frameTime)
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{
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if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged ||
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_container.ContainedEntity == null)
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{
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return;
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}
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TransferPower(frameTime);
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}
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}
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}
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