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odyssey-old/Actors/Objects/PowerStorage/PowerStorage.gd

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extends StaticBody2D
class_name GameObjectPowerStorage
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const MAX_CHARGE = 5e5
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var open = false
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var attached = true
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onready var activationRange = $ActivationRange as ActivationRange
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onready var manager = $PowerManager as PowerManager
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export var current_charge = MAX_CHARGE setget set_charge
export var max_charge_rate = 0 setget set_max_charge
export var max_discharge_rate = 2000 setget set_max_discharge
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var next_network_update = Multiplayer.SYSTEMS_UPDATE_INTERVAL
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static func editor_info():
return {
"name": "BFB",
"scene": load("res://Actors/Objects/PowerStorage/PowerStorage.tscn"),
"icon": preload("res://Graphics/tgstation/smes.png")
}
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func _ready() -> void:
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if not Engine.editor_hint:
activationRange.visible = true
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$Control/PowerUI.set_current_charge(current_charge)
$Control/PowerUI.set_max_charge(MAX_CHARGE)
$Control/PowerUI.init_values(max_charge_rate, max_discharge_rate)
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set_max_charge(max_charge_rate)
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func _physics_process(delta: float) -> void:
if not is_network_master():
return
next_network_update -= 1
if next_network_update < 0:
next_network_update = Multiplayer.SYSTEMS_UPDATE_INTERVAL
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if manager.wired:
if current_charge > 0:
manager.power_source = min(current_charge, max_discharge_rate)
if manager.power_load > 0:
var new_charge = current_charge - manager.power_load * delta
if next_network_update == 0:
rpc("set_charge", new_charge)
else:
set_charge(new_charge)
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if PowerNetwork.DEBUG:
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update()
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if manager.powered:
var new_charge = current_charge + max_charge_rate * delta
if next_network_update == 0:
rpc("set_charge", new_charge)
else:
set_charge(new_charge)
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func _input(event):
if event is InputEventMouseButton and event.pressed and not is_inside and open:
open = false
$UIAnimation.play("fadeout")
func _input_event(_viewport, event, _shape_idx):
if Engine.editor_hint:
return
if event is InputEventMouseButton and event.pressed and not open:
# Must be in range
if activationRange.in_range():
open = true
$Control/PowerUI.visible = true
$UIAnimation.play("fadein")
var is_inside = false
func _ui_focus_changed(entered):
is_inside = entered
func _ui_fade_completed(anim_name):
if anim_name == "fadeout":
$Control/PowerUI.visible = false
func _force_close_ui():
if open:
open = false
$UIAnimation.play("fadeout")
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func _draw():
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if PowerNetwork.DEBUG and manager.wired:
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var charge_px = int(current_charge / MAX_CHARGE * 32)
var charge_color = Color.greenyellow
if charge_px < 20:
charge_color = Color.yellow
if charge_px < 10:
charge_color = Color.red
draw_rect(Rect2(32, 32-charge_px, 4, charge_px), charge_color)
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remotesync func set_max_discharge(val: float) -> void:
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max_discharge_rate = val
remotesync func set_max_charge(val: float) -> void:
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max_charge_rate = val
if manager != null:
manager.power_usage = val
remotesync func set_charge(val: float) -> void:
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current_charge = val
$Control/PowerUI.set_current_charge(current_charge)
func serialize():
return {
"current_charge": current_charge,
"max_charge_rate": max_charge_rate,
"max_discharge_rate": max_discharge_rate
}
func deserialize(data):
set_charge(data["current_charge"])
set_max_charge(data["max_charge_rate"])
set_max_discharge(data["max_discharge_rate"])