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