178 lines
7.6 KiB
C#
178 lines
7.6 KiB
C#
using Content.Shared.Cargo;
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using Content.Shared.Emp;
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using Content.Shared.Examine;
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using Content.Shared.Power.Components;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.Timing;
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namespace Content.Shared.Power.EntitySystems;
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/// <summary>
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/// Responsible for <see cref="BatteryComponent"/>.
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/// </summary>
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public abstract partial class SharedBatterySystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BatteryComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<BatteryComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<BatteryComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<BatteryComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<BatteryComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<BatteryComponent, PriceCalculationEvent>(CalculateBatteryPrice);
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SubscribeLocalEvent<BatteryComponent, ChangeChargeEvent>(OnChangeCharge);
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SubscribeLocalEvent<BatteryComponent, GetChargeEvent>(OnGetCharge);
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SubscribeLocalEvent<BatterySelfRechargerComponent, RefreshChargeRateEvent>(OnRefreshChargeRate);
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SubscribeLocalEvent<BatterySelfRechargerComponent, ComponentStartup>(OnRechargerStartup);
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SubscribeLocalEvent<BatterySelfRechargerComponent, ComponentRemove>(OnRechargerRemove);
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SubscribeLocalEvent<BatteryVisualsComponent, ChargeChangedEvent>(OnVisualsChargeChanged);
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SubscribeLocalEvent<BatteryVisualsComponent, BatteryStateChangedEvent>(OnVisualsStateChanged);
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}
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protected virtual void OnStartup(Entity<BatteryComponent> ent, ref ComponentStartup args)
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{
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// In case a recharging component was added before the battery component itself.
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// Doing this only on map init is not enough because the charge rate is not a datafield, but cached, so it would get lost when reloading the game.
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// If we would make it a datafield then the integration tests would complain about modifying it before map init.
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// Don't do this in case the battery is not net synced, because then the client would raise events overwriting the networked server state on spawn.
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if (ent.Comp.NetSyncEnabled)
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RefreshChargeRate(ent.AsNullable());
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}
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private void OnMapInit(Entity<BatteryComponent> ent, ref MapInitEvent args)
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{
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SetCharge(ent.AsNullable(), ent.Comp.StartingCharge);
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RefreshChargeRate(ent.AsNullable());
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}
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private void OnRejuvenate(Entity<BatteryComponent> ent, ref RejuvenateEvent args)
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{
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SetCharge(ent.AsNullable(), ent.Comp.MaxCharge);
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}
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private void OnEmpPulse(Entity<BatteryComponent> ent, ref EmpPulseEvent args)
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{
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args.Affected = true;
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UseCharge(ent.AsNullable(), args.EnergyConsumption);
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}
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private void OnExamine(Entity<BatteryComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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if (!HasComp<ExaminableBatteryComponent>(ent))
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return;
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var chargePercentRounded = 0;
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var currentCharge = GetCharge(ent.AsNullable());
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if (ent.Comp.MaxCharge != 0)
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chargePercentRounded = (int)(100 * currentCharge / ent.Comp.MaxCharge);
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args.PushMarkup(
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Loc.GetString(
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"examinable-battery-component-examine-detail",
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("percent", chargePercentRounded),
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("markupPercentColor", "green")
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)
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);
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}
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/// <summary>
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/// Gets the price for the power contained in an entity's battery.
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/// </summary>
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private void CalculateBatteryPrice(Entity<BatteryComponent> ent, ref PriceCalculationEvent args)
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{
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args.Price += GetCharge(ent.AsNullable()) * ent.Comp.PricePerJoule;
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}
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private void OnChangeCharge(Entity<BatteryComponent> ent, ref ChangeChargeEvent args)
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{
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if (args.ResidualValue == 0)
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return;
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args.ResidualValue -= ChangeCharge(ent.AsNullable(), args.ResidualValue);
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}
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private void OnGetCharge(Entity<BatteryComponent> ent, ref GetChargeEvent args)
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{
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args.CurrentCharge += GetCharge(ent.AsNullable());
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args.MaxCharge += ent.Comp.MaxCharge;
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}
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private void OnRefreshChargeRate(Entity<BatterySelfRechargerComponent> ent, ref RefreshChargeRateEvent args)
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{
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if (_timing.CurTime < ent.Comp.NextAutoRecharge)
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return; // Still on cooldown
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args.NewChargeRate += ent.Comp.AutoRechargeRate;
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}
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public override void Update(float frameTime)
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{
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var curTime = _timing.CurTime;
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// Update self-recharging cooldowns.
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var rechargerQuery = EntityQueryEnumerator<BatterySelfRechargerComponent, BatteryComponent>();
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while (rechargerQuery.MoveNext(out var uid, out var recharger, out var battery))
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{
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if (recharger.NextAutoRecharge == null || curTime < recharger.NextAutoRecharge)
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continue;
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recharger.NextAutoRecharge = null; // Don't refresh every tick.
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Dirty(uid, recharger);
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RefreshChargeRate((uid, battery)); // Cooldown is over, apply the new recharge rate.
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}
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// Raise events when the battery is full or empty so that other systems can react and visuals can get updated.
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// This is not doing that many calculations, it only has to get the current charge and only raises events if something did change.
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// If this turns out to be too expensive and shows up on grafana consider updating it less often.
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var batteryQuery = EntityQueryEnumerator<BatteryComponent>();
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while (batteryQuery.MoveNext(out var uid, out var battery))
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{
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if (battery.ChargeRate == 0f)
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continue; // No need to check if it's constant.
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UpdateState((uid, battery));
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}
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}
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private void OnRechargerStartup(Entity<BatterySelfRechargerComponent> ent, ref ComponentStartup args)
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{
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// In case this component is added after the battery component.
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// Don't do this in case the battery is not net synced, because then the client would raise events overwriting the networked server state on spawn.
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if (ent.Comp.NetSyncEnabled)
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RefreshChargeRate(ent.Owner);
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}
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private void OnRechargerRemove(Entity<BatterySelfRechargerComponent> ent, ref ComponentRemove args)
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{
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// We use ComponentRemove to make sure this component no longer subscribes to the refresh event.
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RefreshChargeRate(ent.Owner);
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}
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private void OnVisualsChargeChanged(Entity<BatteryVisualsComponent> ent, ref ChargeChangedEvent args)
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{
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// Update the appearance data for the charge rate.
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// We have a separate component for this to not duplicate the networking cost unless we actually use it.
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var state = BatteryChargingState.Constant;
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if (args.CurrentChargeRate > 0f)
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state = BatteryChargingState.Charging;
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else if (args.CurrentChargeRate < 0f)
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state = BatteryChargingState.Decharging;
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_appearance.SetData(ent.Owner, BatteryVisuals.Charging, state);
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}
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private void OnVisualsStateChanged(Entity<BatteryVisualsComponent> ent, ref BatteryStateChangedEvent args)
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{
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// Update the appearance data for the fill level (empty, full, in-between).
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// We have a separate component for this to not duplicate the networking cost unless we actually use it.
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_appearance.SetData(ent.Owner, BatteryVisuals.State, args.NewState);
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}
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}
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