mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
284 lines
10 KiB
C#
284 lines
10 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Audio;
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using Content.Server.Power.Components;
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using Content.Shared.Database;
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using Content.Shared.Power;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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namespace Content.Server.Power.EntitySystems;
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public sealed class PowerChargeSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly AmbientSoundSystem _ambientSoundSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PowerChargeComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PowerChargeComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<PowerChargeComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
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SubscribeLocalEvent<PowerChargeComponent, AfterActivatableUIOpenEvent>(OnAfterUiOpened);
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SubscribeLocalEvent<PowerChargeComponent, AnchorStateChangedEvent>(OnAnchorStateChange);
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// This needs to be ui key agnostic
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SubscribeLocalEvent<PowerChargeComponent, SwitchChargingMachineMessage>(OnSwitchGenerator);
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}
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private void OnAnchorStateChange(EntityUid uid, PowerChargeComponent component, AnchorStateChangedEvent args)
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{
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if (args.Anchored || !TryComp<ApcPowerReceiverComponent>(uid, out var powerReceiverComponent))
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return;
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component.Active = false;
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component.Charge = 0;
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UpdateState(new Entity<PowerChargeComponent, ApcPowerReceiverComponent>(uid, component, powerReceiverComponent));
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}
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private void OnAfterUiOpened(EntityUid uid, PowerChargeComponent component, AfterActivatableUIOpenEvent args)
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{
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if (!TryComp<ApcPowerReceiverComponent>(uid, out var apcPowerReceiver))
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return;
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UpdateUI((uid, component, apcPowerReceiver), component.ChargeRate);
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}
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private void OnSwitchGenerator(EntityUid uid, PowerChargeComponent component, SwitchChargingMachineMessage args)
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{
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SetSwitchedOn(uid, component, args.On, user: args.Actor);
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}
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private void OnUIOpenAttempt(EntityUid uid, PowerChargeComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (!component.Intact)
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args.Cancel();
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}
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private void OnComponentShutdown(EntityUid uid, PowerChargeComponent component, ComponentShutdown args)
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{
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if (!component.Active)
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return;
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component.Active = false;
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var eventArgs = new ChargedMachineDeactivatedEvent();
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RaiseLocalEvent(uid, ref eventArgs);
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}
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private void OnMapInit(Entity<PowerChargeComponent> ent, ref MapInitEvent args)
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{
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ApcPowerReceiverComponent? powerReceiver = null;
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if (!Resolve(ent, ref powerReceiver, false))
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return;
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UpdatePowerState(ent, powerReceiver);
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UpdateState((ent, ent.Comp, powerReceiver));
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}
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private void SetSwitchedOn(EntityUid uid, PowerChargeComponent component, bool on,
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ApcPowerReceiverComponent? powerReceiver = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref powerReceiver))
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return;
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if (user is { })
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_adminLogger.Add(LogType.Action, on ? LogImpact.Medium : LogImpact.High, $"{ToPrettyString(user):player} set {ToPrettyString(uid):target} to {(on ? "on" : "off")}");
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component.SwitchedOn = on;
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UpdatePowerState(component, powerReceiver);
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component.NeedUIUpdate = true;
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}
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private static void UpdatePowerState(PowerChargeComponent component, ApcPowerReceiverComponent powerReceiver)
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{
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powerReceiver.Load = component.SwitchedOn ? component.ActivePowerUse : component.IdlePowerUse;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PowerChargeComponent, ApcPowerReceiverComponent>();
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while (query.MoveNext(out var uid, out var chargingMachine, out var powerReceiver))
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{
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var ent = (uid, gravGen: chargingMachine, powerReceiver);
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if (!chargingMachine.Intact)
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continue;
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// Calculate charge rate based on power state and such.
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// Negative charge rate means discharging.
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float chargeRate;
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if (chargingMachine.SwitchedOn)
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{
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if (powerReceiver.Powered)
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{
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chargeRate = chargingMachine.ChargeRate;
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}
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else
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{
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// Scale discharge rate such that if we're at 25% active power we discharge at 75% rate.
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var receiving = powerReceiver.PowerReceived;
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var mainSystemPower = Math.Max(0, receiving - chargingMachine.IdlePowerUse);
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var ratio = 1 - mainSystemPower / (chargingMachine.ActivePowerUse - chargingMachine.IdlePowerUse);
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chargeRate = -(ratio * chargingMachine.ChargeRate);
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}
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}
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else
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{
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chargeRate = -chargingMachine.ChargeRate;
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}
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var active = chargingMachine.Active;
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var lastCharge = chargingMachine.Charge;
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chargingMachine.Charge = Math.Clamp(chargingMachine.Charge + frameTime * chargeRate, 0, chargingMachine.MaxCharge);
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if (chargeRate > 0)
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{
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// Charging.
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if (MathHelper.CloseTo(chargingMachine.Charge, chargingMachine.MaxCharge) && !chargingMachine.Active)
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{
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chargingMachine.Active = true;
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}
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}
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else
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{
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// Discharging
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if (MathHelper.CloseTo(chargingMachine.Charge, 0) && chargingMachine.Active)
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{
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chargingMachine.Active = false;
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}
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}
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var updateUI = chargingMachine.NeedUIUpdate;
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if (!MathHelper.CloseTo(lastCharge, chargingMachine.Charge))
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{
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UpdateState(ent);
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updateUI = true;
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}
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if (updateUI)
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UpdateUI(ent, chargeRate);
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if (active == chargingMachine.Active)
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continue;
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if (chargingMachine.Active)
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{
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var eventArgs = new ChargedMachineActivatedEvent();
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RaiseLocalEvent(uid, ref eventArgs);
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}
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else
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{
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var eventArgs = new ChargedMachineDeactivatedEvent();
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RaiseLocalEvent(uid, ref eventArgs);
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}
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}
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}
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private void UpdateUI(Entity<PowerChargeComponent, ApcPowerReceiverComponent> ent, float chargeRate)
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{
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var (_, component, powerReceiver) = ent;
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if (!_uiSystem.IsUiOpen(ent.Owner, component.UiKey))
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return;
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var chargeTarget = chargeRate < 0 ? 0 : component.MaxCharge;
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short chargeEta;
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var atTarget = false;
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if (MathHelper.CloseTo(component.Charge, chargeTarget))
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{
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chargeEta = short.MinValue; // N/A
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atTarget = true;
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}
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else
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{
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var diff = chargeTarget - component.Charge;
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chargeEta = (short) Math.Abs(diff / chargeRate);
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}
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var status = chargeRate switch
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{
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> 0 when atTarget => PowerChargePowerStatus.FullyCharged,
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< 0 when atTarget => PowerChargePowerStatus.Off,
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> 0 => PowerChargePowerStatus.Charging,
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< 0 => PowerChargePowerStatus.Discharging,
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_ => throw new ArgumentOutOfRangeException()
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};
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var state = new PowerChargeState(
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component.SwitchedOn,
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(byte) (component.Charge * 255),
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status,
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(short) Math.Round(powerReceiver.PowerReceived),
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(short) Math.Round(powerReceiver.Load),
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chargeEta
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);
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_uiSystem.SetUiState(
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ent.Owner,
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component.UiKey,
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state);
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component.NeedUIUpdate = false;
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}
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private void UpdateState(Entity<PowerChargeComponent, ApcPowerReceiverComponent> ent)
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{
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var (uid, machine, powerReceiver) = ent;
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var appearance = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
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_appearance.SetData(uid, PowerChargeVisuals.Charge, machine.Charge, appearance);
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_appearance.SetData(uid, PowerChargeVisuals.Active, machine.Active);
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if (!machine.Intact)
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{
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MakeBroken((uid, machine), appearance);
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}
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else if (powerReceiver.PowerReceived < machine.IdlePowerUse)
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{
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MakeUnpowered((uid, machine), appearance);
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}
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else if (!machine.SwitchedOn)
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{
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MakeOff((uid, machine), appearance);
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}
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else
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{
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MakeOn((uid, machine), appearance);
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}
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}
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private void MakeBroken(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(ent, false);
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_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.Broken, appearance);
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}
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private void MakeUnpowered(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(ent, false);
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_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.Unpowered, appearance);
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}
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private void MakeOff(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(ent, false);
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_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.Off, appearance);
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}
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private void MakeOn(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(ent, true);
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_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.On, appearance);
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}
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}
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[ByRefEvent] public record struct ChargedMachineActivatedEvent;
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[ByRefEvent] public record struct ChargedMachineDeactivatedEvent;
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