Event-based emergency lights (#2217)

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-10-11 22:11:18 +11:00
committed by GitHub
parent 30956a0fc8
commit 40504c2555
2 changed files with 71 additions and 12 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
@@ -20,7 +21,20 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
public override string Name => "EmergencyLight";
[ViewVariables]
private EmergencyLightState _lightState = EmergencyLightState.Charging;
private EmergencyLightState State
{
get => _state;
set
{
if (_state == value)
return;
_state = value;
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new EmergencyLightMessage(this, _state));
}
}
private EmergencyLightState _state = EmergencyLightState.Charging;
[ViewVariables(VVAccess.ReadWrite)]
private float _wattage;
@@ -59,30 +73,27 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
{
receiver.Load = (int) Math.Abs(_wattage);
TurnOff();
_lightState = EmergencyLightState.Charging;
State = EmergencyLightState.Charging;
}
else
{
TurnOn();
_lightState = EmergencyLightState.On;
State = EmergencyLightState.On;
}
}
public void OnUpdate(float frameTime)
{
if (_lightState == EmergencyLightState.Empty
|| _lightState == EmergencyLightState.Full) return;
if (!Owner.TryGetComponent(out BatteryComponent battery))
{
return;
}
if(_lightState == EmergencyLightState.On)
if(State == EmergencyLightState.On)
{
if (!battery.TryUseCharge(_wattage * frameTime))
{
_lightState = EmergencyLightState.Empty;
State = EmergencyLightState.Empty;
TurnOff();
}
}
@@ -96,7 +107,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
receiver.Load = 1;
}
_lightState = EmergencyLightState.Full;
State = EmergencyLightState.Full;
}
}
}
@@ -137,6 +148,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
}
receiver.OnPowerStateChanged += UpdateState;
State = EmergencyLightState.Charging;
}
public override void OnRemove()
@@ -151,7 +163,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString($"The battery indicator displays: {BatteryStateText[_lightState]}."));
message.AddMarkup(Loc.GetString($"The battery indicator displays: {BatteryStateText[State]}."));
}
public enum EmergencyLightState
@@ -170,4 +182,17 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
{ EmergencyLightState.On, "[color=darkorange]Discharging[/color]"}
};
}
public sealed class EmergencyLightMessage : EntitySystemMessage
{
public EmergencyLightComponent Component { get; }
public EmergencyLightComponent.EmergencyLightState State { get; }
public EmergencyLightMessage(EmergencyLightComponent component, EmergencyLightComponent.EmergencyLightState state)
{
Component = component;
State = state;
}
}
}