Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/Hitscan/HitscanWeaponCapacitorComponent.cs
2019-07-31 15:07:54 +02:00

75 lines
2.1 KiB
C#

using System;
using Content.Server.GameObjects.Components.Power;
using Content.Shared.GameObjects.Components.Power;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
{
[RegisterComponent]
public class HitscanWeaponCapacitorComponent : PowerCellComponent
{
private AppearanceComponent _appearance;
public override string Name => "HitscanWeaponCapacitor";
public override float Charge
{
get => base.Charge;
set
{
base.Charge = value;
_updateAppearance();
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
}
public override void Initialize()
{
base.Initialize();
Charge = Capacity;
Owner.TryGetComponent(out _appearance);
}
public float GetChargeFrom(float toDeduct)
{
//Use this function when you want to shoot even though you don't have enough energy for basecost
ChargeChanged();
var chargeChangedBy = Math.Min(this.Charge, toDeduct);
this.DeductCharge(chargeChangedBy);
_updateAppearance();
return chargeChangedBy;
}
public void FillFrom(PowerStorageComponent battery)
{
var capacitorPowerDeficit = this.Capacity - this.Charge;
if (battery.CanDeductCharge(capacitorPowerDeficit))
{
battery.DeductCharge(capacitorPowerDeficit);
this.AddCharge(capacitorPowerDeficit);
}
else
{
this.AddCharge(battery.Charge);
battery.DeductCharge(battery.Charge);
}
_updateAppearance();
}
private void _updateAppearance()
{
_appearance?.SetData(PowerCellVisuals.ChargeLevel, Charge / Capacity);
}
}
}