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class Battery9V : ItemBase
{
private int m_Efficiency0To10; // Synchronized variable
static private float m_EfficiencyDecayStart = 0.1; // At this % of maximum energy the output of the battery starts to weaken.
void Battery9V()
{
m_Efficiency0To10 = 10;
RegisterNetSyncVariableInt("m_Efficiency0To10");
}
//! Returns efficiency of this battery. The value is synchronized from server to all clients and is accurate down to 0.1 units.
float GetEfficiency0To1()
{
return m_Efficiency0To10 / 10;
}
//! Returns efficiency of this battery. The value is synchronized from server to all clients and is accurate down to 0.1 unit.
float GetEfficiencyDecayStart()
{
return m_EfficiencyDecayStart;
}
override void OnEnergyConsumed()
{
super.OnEnergyConsumed();
if (GetGame().IsServer())
{
float energyCoef = GetCompEM().GetEnergy0To1();
if (energyCoef < m_EfficiencyDecayStart && m_EfficiencyDecayStart > 0)
{
m_Efficiency0To10 = Math.Round((energyCoef / m_EfficiencyDecayStart) * 10);
SetSynchDirty();
}
}
}
// Not needed right now, but it will be useful if we add rechargable batteries.
override void OnEnergyAdded()
{
super.OnEnergyAdded();
if (GetGame().IsServer())
{
float energyCoef = GetCompEM().GetEnergy0To1();
if (energyCoef < m_EfficiencyDecayStart && m_EfficiencyDecayStart > 0)
{
m_Efficiency0To10 = Math.Round((energyCoef / m_EfficiencyDecayStart) * 10);
SetSynchDirty();
}
else
{
m_Efficiency0To10 = 10;
SetSynchDirty();
}
}
}
override void SetActions()
{
super.SetActions();
AddAction(ActionMeasureBattery);
}
}
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