* cleanup * fix fixtures * this belongs into the next PR * review * misc --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
73 lines
2.4 KiB
C#
73 lines
2.4 KiB
C#
using Content.Shared.Emp;
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using Content.Shared.Power.Components;
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namespace Content.Shared.Power.EntitySystems;
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public abstract class SharedBatterySystem : EntitySystem
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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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SubscribeLocalEvent<BatteryComponent, EmpPulseEvent>(OnEmpPulse);
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}
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private void OnEmpPulse(Entity<BatteryComponent> ent, ref EmpPulseEvent args)
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{
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args.Affected = true;
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UseCharge(ent.AsNullable(), args.EnergyConsumption);
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// Apply a cooldown to the entity's self recharge if needed to avoid it immediately self recharging after an EMP.
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TrySetChargeCooldown(ent.Owner);
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}
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/// <summary>
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/// Changes the battery's charge by the given amount.
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/// A positive value will add charge, a negative value will remove charge.
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/// </summary>
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/// <returns>The actually changed amount.</returns>
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public virtual float ChangeCharge(Entity<BatteryComponent?> ent, float amount)
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{
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return 0f;
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}
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/// <summary>
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/// Removes the given amount of charge from the battery.
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/// </summary>
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/// <returns>The actually changed amount.</returns>
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public virtual float UseCharge(Entity<BatteryComponent?> ent, float amount)
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{
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return 0f;
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}
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/// <summary>
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/// If sufficient charge is available on the battery, use it. Otherwise, don't.
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/// Always returns false on the client.
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/// </summary>
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/// <returns>If the full amount was able to be removed.</returns>
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public virtual bool TryUseCharge(Entity<BatteryComponent?> ent, float amount)
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{
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return false;
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}
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/// <summary>
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/// Sets the battery's charge.
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/// </summary>
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public virtual void SetCharge(Entity<BatteryComponent?> ent, float value) { }
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/// <summary>
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/// Sets the battery's maximum charge.
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/// </summary>
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public virtual void SetMaxCharge(Entity<BatteryComponent?> ent, float value) { }
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/// <summary>
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/// Checks if the entity has a self recharge and puts it on cooldown if applicable.
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/// Uses the cooldown time given in the component.
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/// </summary>
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public virtual void TrySetChargeCooldown(Entity<BatterySelfRechargerComponent?> ent) { }
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/// <summary>
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/// Puts the entity's self recharge on cooldown for the specified time.
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/// </summary>
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public virtual void SetChargeCooldown(Entity<BatterySelfRechargerComponent?> ent, TimeSpan cooldown) { }
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}
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