Files
tbd-station-14/Content.Server/Singularity/Components/RadiationCollectorComponent.cs
metalgearsloth b87806f7ed Fix some build warnings (#6832)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-02-21 14:41:50 +11:00

85 lines
3.0 KiB
C#

using System;
using Content.Server.Power.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Radiation;
using Content.Shared.Singularity.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Server.Singularity.Components
{
[RegisterComponent]
public sealed class RadiationCollectorComponent : Component, IInteractHand, IRadiationAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
private bool _enabled;
private TimeSpan _coolDownEnd;
[ViewVariables(VVAccess.ReadWrite)]
public bool Collecting {
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
SetAppearance(_enabled ? RadiationCollectorVisualState.Activating : RadiationCollectorVisualState.Deactivating);
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float ChargeModifier = 30000f;
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var curTime = _gameTiming.CurTime;
if(curTime < _coolDownEnd)
return true;
if (!_enabled)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("radiation-collector-component-use-on"));
Collecting = true;
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("radiation-collector-component-use-off"));
Collecting = false;
}
_coolDownEnd = curTime + TimeSpan.FromSeconds(0.81f);
return true;
}
void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
if (!_enabled) return;
// No idea if this is even vaguely accurate to the previous logic.
// The maths is copied from that logic even though it works differently.
// But the previous logic would also make the radiation collectors never ever stop providing energy.
// And since frameTime was used there, I'm assuming that this is what the intent was.
// This still won't stop things being potentially hilarously unbalanced though.
if (_entMan.TryGetComponent<BatteryComponent>(Owner, out var batteryComponent))
{
batteryComponent.CurrentCharge += frameTime * radiation.RadsPerSecond * ChargeModifier;
}
}
private void SetAppearance(RadiationCollectorVisualState state)
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent?>(Owner, out var appearance))
{
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
}
}