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using System;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Audio;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power
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{
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/// <summary>
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/// This is a solar panel.
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/// It generates power from the sun based on coverage.
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/// </summary>
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[RegisterComponent]
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public class SolarPanelComponent : Component, IBreakAct
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{
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public override string Name => "SolarPanel";
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private PowerSupplierComponent _powerSupplier;
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/// <summary>
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/// Maximum supply output by this panel (coverage = 1)
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/// </summary>
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private int _maxSupply = 1500;
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[ViewVariables(VVAccess.ReadWrite)]
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public int MaxSupply
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{
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get => _maxSupply;
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set {
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_maxSupply = value;
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UpdateSupply();
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}
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}
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/// <summary>
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/// Current coverage of this panel (from 0 to 1).
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/// This is updated by <see cref='PowerSolarSystem'/>.
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/// </summary>
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private float _coverage = 0;
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[ViewVariables]
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public float Coverage
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{
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get => _coverage;
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set {
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// This gets updated once-per-tick, so avoid updating it if truly unnecessary
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if (_coverage != value) {
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_coverage = value;
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UpdateSupply();
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}
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}
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}
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/// <summary>
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/// The game time (<see cref='IGameTiming'/>) of the next coverage update.
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/// This may have a random offset applied.
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/// This is used to reduce solar panel updates and stagger them to prevent lagspikes.
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/// This should only be updated by the PowerSolarSystem but is viewable for debugging.
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/// </summary>
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[ViewVariables]
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public TimeSpan TimeOfNextCoverageUpdate = TimeSpan.MinValue;
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private void UpdateSupply()
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{
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if (_powerSupplier != null)
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_powerSupplier.SupplyRate = (int) (_maxSupply * _coverage);
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}
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public override void Initialize()
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{
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base.Initialize();
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_powerSupplier = Owner.GetComponent<PowerSupplierComponent>();
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UpdateSupply();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _maxSupply, "maxsupply", 1500);
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}
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public void OnBreak(BreakageEventArgs args)
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{
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var sprite = Owner.GetComponent<SpriteComponent>();
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sprite.LayerSetState(0, "broken");
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MaxSupply = 0;
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}
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}
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}
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