* fix: don't retroactively drain disabled batteries If something that used PowerCellDraw temporarily disabled said draw, once it became re-enabled the system would play catch-up trying to drain the battery for all the time since the component was disabled. * fixup! fix: don't retroactively drain disabled batteries
108 lines
3.8 KiB
C#
108 lines
3.8 KiB
C#
using Content.Shared.Containers.ItemSlots;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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namespace Content.Shared.PowerCell;
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public abstract class SharedPowerCellSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PowerCellDrawComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PowerCellSlotComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<PowerCellSlotComponent, EntInsertedIntoContainerMessage>(OnCellInserted);
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SubscribeLocalEvent<PowerCellSlotComponent, EntRemovedFromContainerMessage>(OnCellRemoved);
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SubscribeLocalEvent<PowerCellSlotComponent, ContainerIsInsertingAttemptEvent>(OnCellInsertAttempt);
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}
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private void OnMapInit(Entity<PowerCellDrawComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdateTime = Timing.CurTime + ent.Comp.Delay;
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}
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private void OnRejuvenate(EntityUid uid, PowerCellSlotComponent component, RejuvenateEvent args)
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{
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if (!_itemSlots.TryGetSlot(uid, component.CellSlotId, out var itemSlot) || !itemSlot.Item.HasValue)
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return;
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// charge entity batteries and remove booby traps.
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RaiseLocalEvent(itemSlot.Item.Value, args);
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}
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private void OnCellInsertAttempt(EntityUid uid, PowerCellSlotComponent component, ContainerIsInsertingAttemptEvent args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.CellSlotId)
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return;
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if (!HasComp<PowerCellComponent>(args.EntityUid))
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{
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args.Cancel();
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}
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}
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private void OnCellInserted(EntityUid uid, PowerCellSlotComponent component, EntInsertedIntoContainerMessage args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.CellSlotId)
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return;
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_appearance.SetData(uid, PowerCellSlotVisuals.Enabled, true);
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RaiseLocalEvent(uid, new PowerCellChangedEvent(false), false);
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}
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protected virtual void OnCellRemoved(EntityUid uid, PowerCellSlotComponent component, EntRemovedFromContainerMessage args)
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{
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if (args.Container.ID != component.CellSlotId)
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return;
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_appearance.SetData(uid, PowerCellSlotVisuals.Enabled, false);
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RaiseLocalEvent(uid, new PowerCellChangedEvent(true), false);
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}
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public void SetDrawEnabled(Entity<PowerCellDrawComponent?> ent, bool enabled)
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{
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if (!Resolve(ent, ref ent.Comp, false) || ent.Comp.Enabled == enabled)
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return;
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if (enabled)
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ent.Comp.NextUpdateTime = Timing.CurTime;
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ent.Comp.Enabled = enabled;
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Dirty(ent, ent.Comp);
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}
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/// <summary>
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/// Returns whether the entity has a slotted battery and <see cref="PowerCellDrawComponent.UseRate"/> charge.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="battery"></param>
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/// <param name="cell"></param>
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/// <param name="user">Popup to this user with the relevant detail if specified.</param>
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public abstract bool HasActivatableCharge(
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EntityUid uid,
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PowerCellDrawComponent? battery = null,
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PowerCellSlotComponent? cell = null,
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EntityUid? user = null);
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/// <summary>
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/// Whether the power cell has any power at all for the draw rate.
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/// </summary>
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public abstract bool HasDrawCharge(
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EntityUid uid,
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PowerCellDrawComponent? battery = null,
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PowerCellSlotComponent? cell = null,
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EntityUid? user = null);
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}
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