Files
tbd-station-14/Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs
collinlunn b51b8cb182 Some Power nullable & ComponentDependency (#3050)
* Power nullability

* AME nullability

* re-adds EnsureComponents

* conflict fix

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* removes duplicate component assignment

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-01 17:19:43 +01:00

98 lines
3.0 KiB
C#

#nullable enable
using System;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Singularity;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
[RegisterComponent]
public class RadiationCollectorComponent : PowerSupplierComponent, IInteractHand, IRadiationAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "RadiationCollector";
private bool _enabled;
private TimeSpan _coolDownEnd;
[ComponentDependency] private readonly PhysicsComponent? _collidableComponent = default!;
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case AnchoredChangedMessage:
OnAnchoredChanged();
break;
}
}
private void OnAnchoredChanged()
{
if(_collidableComponent != null && _collidableComponent.Anchored)
Owner.SnapToGrid();
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var curTime = _gameTiming.CurTime;
if(curTime < _coolDownEnd)
return true;
if (!_enabled)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("The collector turns on."));
EnableCollection();
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("The collector turns off."));
DisableCollection();
}
_coolDownEnd = curTime + TimeSpan.FromSeconds(0.81f);
return true;
}
void EnableCollection()
{
_enabled = true;
SetAppearance(RadiationCollectorVisualState.Activating);
}
void DisableCollection()
{
_enabled = false;
SetAppearance(RadiationCollectorVisualState.Deactivating);
}
public void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
if (!_enabled) return;
SupplyRate = (int) (frameTime * radiation.RadsPerSecond * 3000f);
}
protected void SetAppearance(RadiationCollectorVisualState state)
{
if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
{
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
}
}