Files
tbd-station-14/Content.Shared/Utility/ContentHelpers.cs
Peter Wedder fca556a1c1 Adds sized (S, M, L) power cells and a generic component for battery powered items (#2352)
* Refactor battery/powercell assets and add new ones.

* committing before I fuck things up

* slot component doned I think

* dictionary update

* Fixes

* Moving flashlight to powerslotcomponent

* har har i am using the message tubes

* Better documentation comment

* Reverting this overengineered garbage.

* Off with ye I said

* Examine texts.

* Some minor fixes to IDE complaints

* slot size from yaml

* Ignored component + removing a useless typo entry

* Making stunbatons use this

* Handle the message and remove some unnecessary dirtiness

* actionblocker checks

* remove unused file

* remove updatevisual

* make these nullable

* make these nullable too

* Unrename sprite folder

* check itemcomponent on insertion

* Use SendMessage over Owner.SendMessage

* Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it.

* get rid of public fields which are Bad

* add a description for the stun baton while i'm in here

* one more public field

* Add the blinky animation to the atomic cell

* Fix the charge indicator being STUPID

* better comments

* this is a better function

* add pause for flashlight, remove unnecessary imports from battery

* potato battery copyright link

* WHO DID THAT

* mr clean has come

* Random pitch

* pausing

* round to nearest levels
2020-10-29 19:17:03 +01:00

109 lines
4.3 KiB
C#

using System;
namespace Content.Shared.Utility
{
public static class ContentHelpers
{
/// <summary>
/// Assigns the value <paramref name="actual" /> going from 0 to <paramref name="max" />
/// such that it is divided into a set of (amount <paramref name="levels" />) "levels".
/// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned
/// if <paramref name="actual" /> is exactly <paramref name="max" /> or 0.
/// </summary>
/// <example>
/// Say you have a progress bar going from 0 -> 100 inclusive and you want to map this to 6 sprite states (0, 4 intermediates and full).
/// This method allows you to easily map this progress bar to the sprite states.
/// </example>
/// <param name="levels">The amount of levels to subdivide into.</param>
/// <returns>An integer from 0 to <paramref name="levels" />-1.</returns>
/// <exception cref="ArgumentException">
/// Thrown if levels is less than 1.
/// </exception>
public static int RoundToLevels(double actual, double max, int levels)
{
if (levels <= 0)
{
throw new ArgumentException("Levels must be greater than 0.", nameof(levels));
}
if (actual >= max)
{
return levels - 1;
}
if (actual <= 0)
{
return 0;
}
var toOne = actual / max;
double threshold;
if (levels % 2 == 0)
{
// Basically, if we have an even count of levels, there's no exact "mid point".
// Thus, I nominate the first one below the 50% mark.
threshold = ((levels / 2f) - 1) / (levels - 1);
}
else
{
threshold = 0.5f;
}
var preround = toOne * (levels - 1);
if (toOne <= threshold || levels <= 2)
{
return (int)Math.Ceiling(preround);
}
else
{
return (int)Math.Floor(preround);
}
}
/// <summary>
/// Returns the segment <paramref name="actual"/> lies on on a decimal scale from 0 to <paramref name="max"/> divided into
/// <paramref name="levels"/> sections. In less mathematical terms, same as <see cref="RoundToLevels"/>
/// except <paramref name="actual"/> is rounded to the nearest matching level instead of 0 and the highest level being
/// precisely 0 and max and no other value.
/// </summary>
/// <example>
/// You have a 5-segment progress bar used to display a percentile value.
/// You want the display to match the percentile value as accurately as possible, so that eg.
/// 95% is rounded up to 5, 89.99% is rounded down to 4, 15% is rounded up to 1 and 5% is rounded down
/// to 0, in terms of number of segments lit.
/// In this case you would use <code>RoundToNearestLevels(value, max, 5)</code>
/// </example>
/// <param name="actual">The point to be rounded to the nearest level.</param>
/// <param name="max">The maximum value of the scale.</param>
/// <param name="levels">Number of segments the scale is subdivided into.</param>
/// <returns>The segment <paramref name="actual"/> lies on.</returns>
/// <exception cref="ArgumentException"></exception>
public static int RoundToNearestLevels(double actual, double max, int levels)
{
if (levels <= 1)
{
throw new ArgumentException("Levels must be greater than 1.", nameof(levels));
}
if (actual >= max)
{
return levels;
}
if (actual <= 0)
{
return 0;
}
double step = max / levels;
int nearest = 0;
double nearestDiff = actual;
for (var i = 1; i <= levels; i++)
{
var diff = Math.Abs(actual - i * step);
if (diff < nearestDiff)
{
nearestDiff = diff;
nearest = i;
}
}
return nearest;
}
}
}