Files
space-station-14/Content.Shared/Power/EntitySystems/ChargerSystem.cs
slarticodefast e2ff167062 Predict powercells, chargers and PowerCellDraw (#41379)
* cleanup

* fix fixtures

* prediction

* fix test

* review

* fix svalinn visuals

* fix chargers

* fix portable recharger and its unlit visuals

* fix borgs

* oomba review

* fix examination prediction
2025-11-24 16:52:11 +00:00

271 lines
10 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Emp;
using Content.Shared.Examine;
using Content.Shared.Power.Components;
using Content.Shared.PowerCell;
using Content.Shared.PowerCell.Components;
using Content.Shared.Storage.Components;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
namespace Content.Shared.Power.EntitySystems;
public sealed class ChargerSystem : EntitySystem
{
[Dependency] private readonly PredictedBatterySystem _battery = default!;
[Dependency] private readonly SharedPowerReceiverSystem _receiver = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChargerComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ChargerComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<ChargerComponent, EntInsertedIntoContainerMessage>(OnInserted);
SubscribeLocalEvent<ChargerComponent, EntRemovedFromContainerMessage>(OnRemoved);
SubscribeLocalEvent<ChargerComponent, ContainerIsInsertingAttemptEvent>(OnInsertAttempt);
SubscribeLocalEvent<ChargerComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
SubscribeLocalEvent<ChargerComponent, ExaminedEvent>(OnChargerExamine);
SubscribeLocalEvent<ChargerComponent, EmpPulseEvent>(OnEmpPulse);
SubscribeLocalEvent<ChargerComponent, EmpDisabledRemovedEvent>(OnEmpRemoved);
SubscribeLocalEvent<InsideChargerComponent, RefreshChargeRateEvent>(OnRefreshChargeRate);
SubscribeLocalEvent<InsideChargerComponent, PredictedBatteryStateChangedEvent>(OnStatusChanged);
}
private void OnStartup(Entity<ChargerComponent> ent, ref ComponentStartup args)
{
UpdateStatus(ent);
}
private void OnChargerExamine(EntityUid uid, ChargerComponent component, ExaminedEvent args)
{
using (args.PushGroup(nameof(ChargerComponent)))
{
// rate at which the charger charges
args.PushMarkup(Loc.GetString("charger-examine", ("color", "yellow"), ("chargeRate", (int)component.ChargeRate)));
// try to get contents of the charger
if (!_container.TryGetContainer(uid, component.SlotId, out var container))
return;
if (HasComp<PowerCellSlotComponent>(uid))
return;
// if charger is empty and not a power cell type charger, add empty message
// power cells have their own empty message by default, for things like flash lights
if (container.ContainedEntities.Count == 0)
{
args.PushMarkup(Loc.GetString("charger-empty"));
}
else
{
// add how much each item is charged it
foreach (var contained in container.ContainedEntities)
{
if (!SearchForBattery(contained, out var battery))
continue;
var chargePercentage = _battery.GetCharge(battery.Value.AsNullable()) / battery.Value.Comp.MaxCharge * 100;
args.PushMarkup(Loc.GetString("charger-content", ("chargePercentage", (int)chargePercentage)));
}
}
}
}
private void OnPowerChanged(Entity<ChargerComponent> ent, ref PowerChangedEvent args)
{
RefreshAllBatteries(ent);
UpdateStatus(ent);
}
private void OnInserted(Entity<ChargerComponent> ent, ref EntInsertedIntoContainerMessage args)
{
if (_timing.ApplyingState)
return; // Already networked in the same gamestate
if (args.Container.ID != ent.Comp.SlotId)
return;
AddComp<InsideChargerComponent>(args.Entity);
if (SearchForBattery(args.Entity, out var battery))
_battery.RefreshChargeRate(battery.Value.AsNullable());
UpdateStatus(ent);
}
private void OnRemoved(Entity<ChargerComponent> ent, ref EntRemovedFromContainerMessage args)
{
if (_timing.ApplyingState)
return; // Already networked in the same gamestate
if (args.Container.ID != ent.Comp.SlotId)
return;
RemComp<InsideChargerComponent>(args.Entity);
if (SearchForBattery(args.Entity, out var battery))
_battery.RefreshChargeRate(battery.Value.AsNullable());
UpdateStatus(ent);
}
/// <summary>
/// Verify that the entity being inserted is actually rechargeable.
/// </summary>
private void OnInsertAttempt(EntityUid uid, ChargerComponent component, ContainerIsInsertingAttemptEvent args)
{
if (!component.Initialized)
return;
if (args.Container.ID != component.SlotId)
return;
if (!TryComp<PowerCellSlotComponent>(args.EntityUid, out var cellSlot))
return;
if (!cellSlot.FitsInCharger)
args.Cancel();
}
private void OnEntityStorageInsertAttempt(EntityUid uid, ChargerComponent component, ref InsertIntoEntityStorageAttemptEvent args)
{
if (!component.Initialized || args.Cancelled)
return;
if (args.Container.ID != component.SlotId)
return;
if (!TryComp<PowerCellSlotComponent>(uid, out var cellSlot))
return;
if (!cellSlot.FitsInCharger)
args.Cancelled = true;
}
private void OnEmpPulse(Entity<ChargerComponent> ent, ref EmpPulseEvent args)
{
args.Affected = true;
args.Disabled = true;
RefreshAllBatteries(ent);
UpdateStatus(ent);
}
private void OnEmpRemoved(Entity<ChargerComponent> ent, ref EmpDisabledRemovedEvent args)
{
RefreshAllBatteries(ent);
UpdateStatus(ent);
}
private void OnRefreshChargeRate(Entity<InsideChargerComponent> ent, ref RefreshChargeRateEvent args)
{
var chargerUid = Transform(ent).ParentUid;
if (HasComp<EmpDisabledComponent>(chargerUid))
return;
if (!TryComp<ChargerComponent>(chargerUid, out var chargerComp))
return;
if (!chargerComp.Portable && !_receiver.IsPowered(chargerUid))
return;
if (_whitelist.IsWhitelistFail(chargerComp.Whitelist, ent.Owner))
return;
args.NewChargeRate += chargerComp.ChargeRate;
}
private void OnStatusChanged(Entity<InsideChargerComponent> ent, ref PredictedBatteryStateChangedEvent args)
{
// If the battery is full update the visuals and power draw of the charger.
var chargerUid = Transform(ent).ParentUid;
if (!TryComp<ChargerComponent>(chargerUid, out var chargerComp))
return;
UpdateStatus((chargerUid, chargerComp));
}
private bool SearchForBattery(EntityUid uid, [NotNullWhen(true)] out Entity<PredictedBatteryComponent>? battery)
{
// try get a battery directly on the inserted entity
if (TryComp<PredictedBatteryComponent>(uid, out var batteryComp))
{
battery = (uid, batteryComp);
return true;
}
// or by checking for a power cell slot on the inserted entity
if (_powerCell.TryGetBatteryFromSlot(uid, out battery))
return true;
battery = null;
return false;
}
private void RefreshAllBatteries(Entity<ChargerComponent> ent)
{
// try to get contents of the charger
if (!_container.TryGetContainer(ent.Owner, ent.Comp.SlotId, out var container))
return;
foreach (var item in container.ContainedEntities)
{
if (SearchForBattery(item, out var battery))
_battery.RefreshChargeRate(battery.Value.AsNullable());
}
}
private void UpdateStatus(Entity<ChargerComponent> ent)
{
TryComp<AppearanceComponent>(ent, out var appearance);
if (!_container.TryGetContainer(ent.Owner, ent.Comp.SlotId, out var container))
return;
_appearance.SetData(ent.Owner, CellVisual.Occupied, container.ContainedEntities.Count != 0, appearance);
var status = GetStatus(ent);
switch (status)
{
case CellChargerStatus.Charging:
// TODO: If someone ever adds chargers that can charge multiple batteries at once then set this to the total draw rate.
_receiver.SetLoad(ent.Owner, ent.Comp.ChargeRate);
break;
default:
// Don't set the load to 0 or the charger will be considered as powered even if the LV connection is unpowered.
// TODO: Fix this on an ApcPowerReceiver level.
_receiver.SetLoad(ent.Owner, ent.Comp.PassiveDraw);
break;
}
_appearance.SetData(ent.Owner, CellVisual.Light, status, appearance);
}
private CellChargerStatus GetStatus(Entity<ChargerComponent> ent)
{
if (!ent.Comp.Portable && !Transform(ent).Anchored)
return CellChargerStatus.Off;
if (!ent.Comp.Portable && !_receiver.IsPowered(ent.Owner))
return CellChargerStatus.Off;
if (HasComp<EmpDisabledComponent>(ent))
return CellChargerStatus.Off;
if (!_container.TryGetContainer(ent.Owner, ent.Comp.SlotId, out var container))
return CellChargerStatus.Off;
if (container.ContainedEntities.Count == 0)
return CellChargerStatus.Empty;
// Use the first stored battery for visuals. If someone ever makes a multi-slot charger then this will need to be changed.
if (!SearchForBattery(container.ContainedEntities[0], out var battery))
return CellChargerStatus.Off;
if (_battery.IsFull(battery.Value.AsNullable()))
return CellChargerStatus.Charged;
return CellChargerStatus.Charging;
}
}