Files
tbd-station-14/Content.Server/Power/Components/BaseCharger.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

227 lines
7.1 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Server.Weapon.Ranged.Barrels.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Power;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Power.Components
{
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IInteractUsing))]
public abstract class BaseCharger : Component, IActivate, IInteractUsing
{
[ViewVariables]
private BatteryComponent? _heldBattery;
[ViewVariables]
public ContainerSlot Container = default!;
public bool HasCell => Container.ContainedEntity != null;
[ViewVariables]
private CellChargerStatus _status;
[ViewVariables]
[DataField("chargeRate")]
private int _chargeRate = 100;
[ViewVariables]
[DataField("transferEfficiency")]
private float _transferEfficiency = 0.85f;
protected override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<ApcPowerReceiverComponent>();
Container = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-powerCellContainer");
// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
PowerUpdate(powerChanged);
break;
}
}
protected override void OnRemove()
{
_heldBattery = null;
base.OnRemove();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
var result = TryInsertItem(eventArgs.Using);
if (!result)
{
eventArgs.User.PopupMessage(Owner, Loc.GetString("base-charger-on-interact-using-fail"));
}
return result;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
RemoveItem(eventArgs.User);
}
/// <summary>
/// This will remove the item directly into the user's hand / floor
/// </summary>
/// <param name="user"></param>
public void RemoveItem(IEntity user)
{
var heldItem = Container.ContainedEntity;
if (heldItem == null)
{
return;
}
Container.Remove(heldItem);
_heldBattery = null;
if (user.TryGetComponent(out HandsComponent? handsComponent))
{
handsComponent.PutInHandOrDrop(heldItem.GetComponent<ItemComponent>());
}
if (heldItem.TryGetComponent(out ServerBatteryBarrelComponent? batteryBarrelComponent))
{
batteryBarrelComponent.UpdateAppearance();
}
UpdateStatus();
}
private void PowerUpdate(PowerChangedMessage eventArgs)
{
UpdateStatus();
}
private CellChargerStatus GetStatus()
{
if (Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return CellChargerStatus.Off;
}
if (!HasCell)
{
return CellChargerStatus.Empty;
}
if (_heldBattery != null && Math.Abs(_heldBattery.MaxCharge - _heldBattery.CurrentCharge) < 0.01)
{
return CellChargerStatus.Charged;
}
return CellChargerStatus.Charging;
}
public bool TryInsertItem(IEntity entity)
{
if (!IsEntityCompatible(entity) || HasCell)
{
return false;
}
if (!Container.Insert(entity))
{
return false;
}
_heldBattery = GetBatteryFrom(entity);
UpdateStatus();
return true;
}
/// <summary>
/// If the supplied entity should fit into the charger.
/// </summary>
public abstract bool IsEntityCompatible(IEntity entity);
protected abstract BatteryComponent? GetBatteryFrom(IEntity entity);
private void UpdateStatus()
{
// Not called UpdateAppearance just because it messes with the load
var status = GetStatus();
if (_status == status ||
!Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver))
{
return;
}
_status = status;
Owner.TryGetComponent(out AppearanceComponent? appearance);
switch (_status)
{
// Update load just in case
case CellChargerStatus.Off:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Off);
break;
case CellChargerStatus.Empty:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Empty);
break;
case CellChargerStatus.Charging:
receiver.Load = (int) (_chargeRate / _transferEfficiency);
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charging);
break;
case CellChargerStatus.Charged:
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charged);
break;
default:
throw new ArgumentOutOfRangeException();
}
appearance?.SetData(CellVisual.Occupied, HasCell);
}
public void OnUpdate(float frameTime) //todo: make single system for this
{
if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged || !HasCell)
{
return;
}
TransferPower(frameTime);
}
private void TransferPower(float frameTime)
{
if (Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return;
}
if (_heldBattery == null)
{
return;
}
_heldBattery.CurrentCharge += _chargeRate * frameTime;
// Just so the sprite won't be set to 99.99999% visibility
if (_heldBattery.MaxCharge - _heldBattery.CurrentCharge < 0.01)
{
_heldBattery.CurrentCharge = _heldBattery.MaxCharge;
}
UpdateStatus();
}
}
}