Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Energy/EnergyManager.cs

199 lines
5.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Revitalize.Framework.Energy
{
public class EnergyManager
{
/// <summary>
/// The remaining energy left in this system.
/// </summary>
public int remainingEnergy;
/// <summary>
/// The maximum amount of energy this system can store.
/// </summary>
public int maxEnergy;
public bool requiresUpdate;
/// <summary>
/// How does this energy manager interface energy systems.
/// </summary>
public Enums.EnergyInteractionType energyInteractionType;
/// <summary>
/// Checks to see if this energy manager consumes energy.
/// </summary>
public bool consumesEnergy
{
get
{
return this.energyInteractionType == Enums.EnergyInteractionType.Consumes;
}
}
/// <summary>
/// Checks to see if this energy manager produces energy.
/// </summary>
public bool producesEnergy
{
get
{
return this.energyInteractionType == Enums.EnergyInteractionType.Produces;
}
}
/// <summary>
/// Checks to see if this energy manager transfers energy.
/// </summary>
public bool transfersEnergy
{
get
{
return this.energyInteractionType == Enums.EnergyInteractionType.Transfers;
}
}
/// <summary>
/// Does this energy system have energy.
/// </summary>
public bool hasEnergy
{
get
{
return this.remainingEnergy > 0;
}
}
/// <summary>
/// Checks to see if this energy system has any energy left.
/// </summary>
public bool hasMaxEnergy
{
get
{
return this.remainingEnergy == this.maxEnergy;
}
}
/// <summary>
/// Checks to see if this system can receive any energy externally.
/// </summary>
public bool canReceieveEnergy
{
get
{
return !this.hasMaxEnergy;
}
}
public int capacityRemaining
{
get
{
return this.maxEnergy - this.remainingEnergy;
}
}
/// <summary>
/// Returns the energy remaining as a percent value.
/// </summary>
public double energyPercentRemaining
{
get
{
return (double)this.remainingEnergy / (double)this.maxEnergy;
}
}
public string energyDisplayString
{
get
{
StringBuilder b = new StringBuilder();
b.Append(this.remainingEnergy);
b.Append("/");
b.Append(this.maxEnergy);
return b.ToString();
}
}
public EnergyManager()
{
}
public EnergyManager(int Capacity, Enums.EnergyInteractionType EnergyType) : this(0, Capacity, EnergyType)
{
}
public EnergyManager(int CurrentEnergy, int MaxEnergy, Enums.EnergyInteractionType EnergyType)
{
this.remainingEnergy = CurrentEnergy;
this.maxEnergy = MaxEnergy;
this.energyInteractionType = EnergyType;
}
/// <summary>
/// Checks to see if this energy source has enough energy remaining.
/// </summary>
/// <param name="Required"></param>
/// <returns></returns>
public bool hasEnoughEnergy(int Required)
{
return this.remainingEnergy >= Required;
}
public void consumeEnergy(int amount)
{
int amountBeforeConsumption = this.remainingEnergy;
this.remainingEnergy = Math.Max(0, this.remainingEnergy - amount);
this.requiresUpdate = true;
}
public void produceEnergy(int amount)
{
int amountBeforeProduction = this.remainingEnergy;
this.remainingEnergy = Math.Min(this.maxEnergy, this.remainingEnergy + amount);
this.requiresUpdate = true;
}
public void transferEnergyFromAnother(EnergyManager other, int amount)
{
if (this.canReceieveEnergy)
{
int actualAmount = Math.Min(amount, other.remainingEnergy);
int selfCapacity = this.capacityRemaining;
this.produceEnergy(Math.Min(actualAmount, selfCapacity));
other.consumeEnergy(Math.Min(actualAmount, selfCapacity));
}
else
{
return;
}
}
public void transferEnergyToAnother(EnergyManager other, int amount)
{
if (other.canReceieveEnergy)
{
int actualAmount = Math.Min(amount, this.remainingEnergy);
int selfCapacity = other.capacityRemaining;
other.produceEnergy(Math.Min(actualAmount, selfCapacity));
this.consumeEnergy(Math.Min(actualAmount, selfCapacity));
}
else
{
return;
}
}
public EnergyManager Copy()
{
return new EnergyManager(this.maxEnergy, this.energyInteractionType);
}
}
}