Files
tbd-station-14/Content.Server/GameObjects/Components/Power/PowerNetComponents/SmesComponent.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

98 lines
3.2 KiB
C#

#nullable enable
using System;
using Content.Shared.GameObjects.Components.Power;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
/// <summary>
/// Handles the "user-facing" side of the actual SMES object.
/// This is operations that are specific to the SMES, like UI and visuals.
/// Code interfacing with the powernet is handled in <see cref="BatteryStorageComponent"/> and <see cref="BatteryDischargerComponent"/>.
/// </summary>
[RegisterComponent]
public class SmesComponent : Component
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "Smes";
private int _lastChargeLevel;
private TimeSpan _lastChargeLevelChange;
private ChargeState _lastChargeState;
private TimeSpan _lastChargeStateChange;
private const int VisualsChangeDelay = 1;
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<BatteryComponent>();
Owner.EnsureComponentWarn<AppearanceComponent>();
}
public void OnUpdate()
{
var newLevel = GetNewChargeLevel();
if (newLevel != _lastChargeLevel && _lastChargeLevelChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
{
_lastChargeLevel = newLevel;
_lastChargeLevelChange = _gameTiming.CurTime;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(SmesVisuals.LastChargeLevel, newLevel);
}
}
var newChargeState = GetNewChargeState();
if (newChargeState != _lastChargeState && _lastChargeStateChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
{
_lastChargeState = newChargeState;
_lastChargeStateChange = _gameTiming.CurTime;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(SmesVisuals.LastChargeState, newChargeState);
}
}
}
private int GetNewChargeLevel()
{
if (!Owner.TryGetComponent(out BatteryComponent? battery))
{
return 0;
}
return ContentHelpers.RoundToLevels(battery.CurrentCharge, battery.MaxCharge, 6);
}
private ChargeState GetNewChargeState()
{
var supplier = Owner.GetComponent<PowerSupplierComponent>();
var consumer = Owner.GetComponent<PowerConsumerComponent>();
if (supplier.SupplyRate > 0 && consumer.DrawRate != consumer.ReceivedPower)
{
return ChargeState.Discharging;
}
else if (supplier.SupplyRate == 0 && consumer.DrawRate > 0)
{
return ChargeState.Charging;
}
else
{
return ChargeState.Still;
}
}
}
}