Files
tbd-station-14/Content.Server/Singularity/Components/RadiationCollectorComponent.cs
Rane c022afaec4 Remove IInteractHand (#7601)
* Plantholder

* Strap

* Finish him

* Mirror review stuff
2022-04-23 13:49:45 +10:00

53 lines
2.0 KiB
C#

using Content.Server.Power.Components;
using Content.Shared.Radiation;
using Content.Shared.Singularity.Components;
namespace Content.Server.Singularity.Components
{
[RegisterComponent]
public sealed class RadiationCollectorComponent : Component, IRadiationAct
{
[Dependency] private readonly IEntityManager _entMan = default!;
public bool Enabled;
public 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;
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;
}
}
public void SetAppearance(RadiationCollectorVisualState state)
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent?>(Owner, out var appearance))
{
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
}
}