* Add test that puts all components on an entity and checks for no exceptions Also fix all the exceptions that happened because of this * Add comments to the test * Fix nullable errors * Fix more nullable errors * More nullable error fixes * Unignore basic actor component * Fix more nullable errors * NULLABLE ERROR * Add string interpolation * Merge if checks * Remove redundant pragma warning disable 649 * Address reviews * Remove null wrappers around TryGetComponent * Merge conflict fixes * APC battery component error fix * Fix power test * Fix atmos mapgrid usages
98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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/// <summary>
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/// Handles the "user-facing" side of the actual SMES object.
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/// This is operations that are specific to the SMES, like UI and visuals.
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/// Code interfacing with the powernet is handled in <see cref="BatteryStorageComponent"/> and <see cref="BatteryDischargerComponent"/>.
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/// </summary>
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[RegisterComponent]
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public class SmesComponent : Component
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "Smes";
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private int _lastChargeLevel;
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private TimeSpan _lastChargeLevelChange;
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private ChargeState _lastChargeState;
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private TimeSpan _lastChargeStateChange;
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private const int VisualsChangeDelay = 1;
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<BatteryComponent>();
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Owner.EnsureComponent<AppearanceComponent>();
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}
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public void OnUpdate()
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{
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var newLevel = GetNewChargeLevel();
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if (newLevel != _lastChargeLevel && _lastChargeLevelChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
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{
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_lastChargeLevel = newLevel;
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_lastChargeLevelChange = _gameTiming.CurTime;
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(SmesVisuals.LastChargeLevel, newLevel);
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}
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}
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var newChargeState = GetNewChargeState();
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if (newChargeState != _lastChargeState && _lastChargeStateChange + TimeSpan.FromSeconds(VisualsChangeDelay) < _gameTiming.CurTime)
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{
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_lastChargeState = newChargeState;
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_lastChargeStateChange = _gameTiming.CurTime;
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(SmesVisuals.LastChargeState, newChargeState);
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}
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}
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}
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private int GetNewChargeLevel()
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{
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if (!Owner.TryGetComponent(out BatteryComponent? battery))
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{
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return 0;
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}
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return ContentHelpers.RoundToLevels(battery.CurrentCharge, battery.MaxCharge, 6);
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}
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private ChargeState GetNewChargeState()
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{
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var supplier = Owner.GetComponent<PowerSupplierComponent>();
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var consumer = Owner.GetComponent<PowerConsumerComponent>();
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if (supplier.SupplyRate > 0 && consumer.DrawRate != consumer.ReceivedPower)
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{
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return ChargeState.Discharging;
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}
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else if (supplier.SupplyRate == 0 && consumer.DrawRate > 0)
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{
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return ChargeState.Charging;
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}
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else
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{
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return ChargeState.Still;
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}
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}
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}
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}
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