Event-based emergency lights (#2217)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
|||||||
using Content.Shared.GameObjects.EntitySystems;
|
using Content.Shared.GameObjects.EntitySystems;
|
||||||
using Robust.Server.GameObjects;
|
using Robust.Server.GameObjects;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
|
using Robust.Shared.GameObjects.Systems;
|
||||||
using Robust.Shared.Localization;
|
using Robust.Shared.Localization;
|
||||||
using Robust.Shared.Log;
|
using Robust.Shared.Log;
|
||||||
using Robust.Shared.Serialization;
|
using Robust.Shared.Serialization;
|
||||||
@@ -20,7 +21,20 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
public override string Name => "EmergencyLight";
|
public override string Name => "EmergencyLight";
|
||||||
|
|
||||||
[ViewVariables]
|
[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)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
private float _wattage;
|
private float _wattage;
|
||||||
@@ -59,30 +73,27 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
{
|
{
|
||||||
receiver.Load = (int) Math.Abs(_wattage);
|
receiver.Load = (int) Math.Abs(_wattage);
|
||||||
TurnOff();
|
TurnOff();
|
||||||
_lightState = EmergencyLightState.Charging;
|
State = EmergencyLightState.Charging;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
TurnOn();
|
TurnOn();
|
||||||
_lightState = EmergencyLightState.On;
|
State = EmergencyLightState.On;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnUpdate(float frameTime)
|
public void OnUpdate(float frameTime)
|
||||||
{
|
{
|
||||||
if (_lightState == EmergencyLightState.Empty
|
|
||||||
|| _lightState == EmergencyLightState.Full) return;
|
|
||||||
|
|
||||||
if (!Owner.TryGetComponent(out BatteryComponent battery))
|
if (!Owner.TryGetComponent(out BatteryComponent battery))
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(_lightState == EmergencyLightState.On)
|
if(State == EmergencyLightState.On)
|
||||||
{
|
{
|
||||||
if (!battery.TryUseCharge(_wattage * frameTime))
|
if (!battery.TryUseCharge(_wattage * frameTime))
|
||||||
{
|
{
|
||||||
_lightState = EmergencyLightState.Empty;
|
State = EmergencyLightState.Empty;
|
||||||
TurnOff();
|
TurnOff();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -96,7 +107,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
receiver.Load = 1;
|
receiver.Load = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
_lightState = EmergencyLightState.Full;
|
State = EmergencyLightState.Full;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -137,6 +148,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
}
|
}
|
||||||
|
|
||||||
receiver.OnPowerStateChanged += UpdateState;
|
receiver.OnPowerStateChanged += UpdateState;
|
||||||
|
State = EmergencyLightState.Charging;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnRemove()
|
public override void OnRemove()
|
||||||
@@ -151,7 +163,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
|
|
||||||
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
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
|
public enum EmergencyLightState
|
||||||
@@ -170,4 +182,17 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
{ EmergencyLightState.On, "[color=darkorange]Discharging[/color]"}
|
{ 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,6 @@
|
|||||||
using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
using Robust.Shared.GameObjects.Systems;
|
using Robust.Shared.GameObjects.Systems;
|
||||||
|
|
||||||
@@ -7,10 +9,42 @@ namespace Content.Server.GameObjects.EntitySystems
|
|||||||
[UsedImplicitly]
|
[UsedImplicitly]
|
||||||
internal sealed class EmergencyLightSystem : EntitySystem
|
internal sealed class EmergencyLightSystem : EntitySystem
|
||||||
{
|
{
|
||||||
|
private List<EmergencyLightComponent> _activeLights = new List<EmergencyLightComponent>();
|
||||||
|
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleEmergencyLightMessage(EmergencyLightMessage message)
|
||||||
|
{
|
||||||
|
switch (message.State)
|
||||||
|
{
|
||||||
|
case EmergencyLightComponent.EmergencyLightState.Charging:
|
||||||
|
if (_activeLights.Contains(message.Component))
|
||||||
|
_activeLights.Add(message.Component);
|
||||||
|
|
||||||
|
break;
|
||||||
|
case EmergencyLightComponent.EmergencyLightState.Full:
|
||||||
|
case EmergencyLightComponent.EmergencyLightState.Empty:
|
||||||
|
_activeLights.Remove(message.Component);
|
||||||
|
break;
|
||||||
|
case EmergencyLightComponent.EmergencyLightState.On:
|
||||||
|
if (!_activeLights.Contains(message.Component))
|
||||||
|
_activeLights.Add(message.Component);
|
||||||
|
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public override void Update(float frameTime)
|
public override void Update(float frameTime)
|
||||||
{
|
{
|
||||||
foreach (var comp in ComponentManager.EntityQuery<EmergencyLightComponent>())
|
for (var i = _activeLights.Count - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
|
var comp = _activeLights[i];
|
||||||
comp.OnUpdate(frameTime);
|
comp.OnUpdate(frameTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user