ECS expendable lights (#6370)
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@@ -1,30 +1,184 @@
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using Content.Server.Clothing.Components;
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using Content.Server.Light.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Light.Component;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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public class ExpendableLightSystem : EntitySystem
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public sealed class ExpendableLightSystem : EntitySystem
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{
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public override void Update(float frameTime)
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{
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foreach (var light in EntityManager.EntityQuery<ExpendableLightComponent>())
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{
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light.Update(frameTime);
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}
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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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SubscribeLocalEvent<ExpendableLightComponent, ComponentInit>(OnExpLightInit);
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SubscribeLocalEvent<ExpendableLightComponent, UseInHandEvent>(OnExpLightUse);
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SubscribeLocalEvent<ExpendableLightComponent, GetActivationVerbsEvent>(AddIgniteVerb);
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}
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public override void Update(float frameTime)
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{
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foreach (var light in EntityManager.EntityQuery<ExpendableLightComponent>())
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{
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UpdateLight(light, frameTime);
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}
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}
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private void UpdateLight(ExpendableLightComponent component, float frameTime)
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{
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if (!component.Activated) return;
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component.StateExpiryTime -= frameTime;
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if (component.StateExpiryTime <= 0f)
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{
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switch (component.CurrentState)
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{
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case ExpendableLightState.Lit:
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component.CurrentState = ExpendableLightState.Fading;
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component.StateExpiryTime = component.FadeOutDuration;
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UpdateVisualizer(component);
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break;
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default:
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case ExpendableLightState.Fading:
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component.CurrentState = ExpendableLightState.Dead;
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var meta = MetaData(component.Owner);
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meta.EntityName = component.SpentName;
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meta.EntityDescription = component.SpentDesc;
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UpdateSpriteAndSounds(component);
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UpdateVisualizer(component);
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if (TryComp<SharedItemComponent>(component.Owner, out var item))
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{
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item.EquippedPrefix = "unlit";
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}
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break;
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}
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}
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}
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/// <summary>
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/// Enables the light if it is not active. Once active it cannot be turned off.
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/// </summary>
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public bool TryActivate(ExpendableLightComponent component)
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{
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if (!component.Activated && component.CurrentState == ExpendableLightState.BrandNew)
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{
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if (TryComp<SharedItemComponent>(component.Owner, out var item))
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{
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item.EquippedPrefix = "lit";
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}
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component.CurrentState = ExpendableLightState.Lit;
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component.StateExpiryTime = component.GlowDuration;
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UpdateSpriteAndSounds(component);
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UpdateVisualizer(component);
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return true;
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}
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return false;
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}
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private void UpdateVisualizer(ExpendableLightComponent component, AppearanceComponent? appearance = null)
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{
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if (!Resolve(component.Owner, ref appearance, false)) return;
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appearance.SetData(ExpendableLightVisuals.State, component.CurrentState);
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switch (component.CurrentState)
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{
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case ExpendableLightState.Lit:
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appearance.SetData(ExpendableLightVisuals.Behavior, component.TurnOnBehaviourID);
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break;
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case ExpendableLightState.Fading:
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appearance.SetData(ExpendableLightVisuals.Behavior, component.FadeOutBehaviourID);
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break;
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case ExpendableLightState.Dead:
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appearance.SetData(ExpendableLightVisuals.Behavior, string.Empty);
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break;
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}
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}
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private void UpdateSpriteAndSounds(ExpendableLightComponent component)
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{
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if (TryComp<SpriteComponent>(component.Owner, out var sprite))
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{
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switch (component.CurrentState)
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{
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case ExpendableLightState.Lit:
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{
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SoundSystem.Play(Filter.Pvs(component.Owner), component.LitSound.GetSound(), component.Owner);
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if (component.IconStateLit != string.Empty)
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{
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sprite.LayerSetState(2, component.IconStateLit);
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sprite.LayerSetShader(2, "shaded");
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}
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sprite.LayerSetVisible(1, true);
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break;
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}
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case ExpendableLightState.Fading:
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{
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break;
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}
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default:
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case ExpendableLightState.Dead:
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{
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if (component.DieSound != null)
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SoundSystem.Play(Filter.Pvs(component.Owner), component.DieSound.GetSound(), component.Owner);
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sprite.LayerSetState(0, component.IconStateSpent);
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sprite.LayerSetShader(0, "shaded");
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sprite.LayerSetVisible(1, false);
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break;
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}
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}
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}
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if (TryComp<ClothingComponent>(component.Owner, out var clothing))
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{
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clothing.EquippedPrefix = component.Activated ? "Activated" : string.Empty;
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}
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}
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private void OnExpLightInit(EntityUid uid, ExpendableLightComponent component, ComponentInit args)
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{
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if (TryComp<SharedItemComponent?>(uid, out var item))
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{
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item.EquippedPrefix = "unlit";
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}
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component.CurrentState = ExpendableLightState.BrandNew;
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EntityManager.EnsureComponent<PointLightComponent>(uid);
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}
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private void OnExpLightUse(EntityUid uid, ExpendableLightComponent component, UseInHandEvent args)
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{
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if (args.Handled) return;
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if (TryActivate(component))
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args.Handled = true;
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}
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private void AddIgniteVerb(EntityUid uid, ExpendableLightComponent component, GetActivationVerbsEvent args)
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{
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if (!args.CanAccess || !args.CanInteract)
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@@ -35,10 +189,12 @@ namespace Content.Server.Light.EntitySystems
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// Ignite the flare or make the glowstick glow.
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// Also hot damn, those are some shitty glowsticks, we need to get a refund.
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Verb verb = new();
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verb.Text = Loc.GetString("expendable-light-start-verb");
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verb.IconTexture = "/Textures/Interface/VerbIcons/light.svg.192dpi.png";
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verb.Act = () => component.TryActivate();
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Verb verb = new()
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{
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Text = Loc.GetString("expendable-light-start-verb"),
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IconTexture = "/Textures/Interface/VerbIcons/light.svg.192dpi.png",
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Act = () => TryActivate(component)
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};
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args.Verbs.Add(verb);
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}
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}
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