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OldThink/Content.Server/GameObjects/Components/Power/PowerCellComponent.cs

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using Content.Shared.GameObjects.Components.Power;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power
{
/// <summary>
/// Batteries that can update an <see cref="AppearanceComponent"/> based on their charge percent
/// and fit into a <see cref="PowerCellSlotComponent"/> of the appropriate size.
/// </summary>
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[RegisterComponent]
[ComponentReference(typeof(BatteryComponent))]
public class PowerCellComponent : BatteryComponent, IExamine
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{
public override string Name => "PowerCell";
[ViewVariables] public PowerCellSize CellSize => _cellSize;
private PowerCellSize _cellSize = PowerCellSize.Small;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _cellSize, "cellSize", PowerCellSize.Small);
}
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public override void Initialize()
{
base.Initialize();
CurrentCharge = MaxCharge;
UpdateVisuals();
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}
protected override void OnChargeChanged()
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{
base.OnChargeChanged();
UpdateVisuals();
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}
private void UpdateVisuals()
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{
if (Owner.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(PowerCellVisuals.ChargeLevel, GetLevel(CurrentCharge / MaxCharge));
}
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}
private byte GetLevel(float fraction)
{
return (byte) ContentHelpers.RoundToNearestLevels(fraction, 1, SharedPowerCell.PowerCellVisualsLevels);
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if(inDetailsRange)
{
message.AddMarkup(Loc.GetString($"The charge indicator reads {CurrentCharge / MaxCharge * 100:F0} %."));
}
}
}
public enum PowerCellSize
{
Small,
Medium,
Large
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}
}