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;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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@@ -20,7 +21,20 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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public override string Name => "EmergencyLight";
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[ViewVariables]
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private EmergencyLightState _lightState = EmergencyLightState.Charging;
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private EmergencyLightState State
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{
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get => _state;
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set
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{
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if (_state == value)
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return;
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_state = value;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new EmergencyLightMessage(this, _state));
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}
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}
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private EmergencyLightState _state = EmergencyLightState.Charging;
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[ViewVariables(VVAccess.ReadWrite)]
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private float _wattage;
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@@ -59,30 +73,27 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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{
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receiver.Load = (int) Math.Abs(_wattage);
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TurnOff();
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_lightState = EmergencyLightState.Charging;
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State = EmergencyLightState.Charging;
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}
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else
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{
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TurnOn();
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_lightState = EmergencyLightState.On;
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State = EmergencyLightState.On;
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}
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}
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public void OnUpdate(float frameTime)
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{
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if (_lightState == EmergencyLightState.Empty
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|| _lightState == EmergencyLightState.Full) return;
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if (!Owner.TryGetComponent(out BatteryComponent battery))
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{
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return;
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}
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if(_lightState == EmergencyLightState.On)
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if(State == EmergencyLightState.On)
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{
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if (!battery.TryUseCharge(_wattage * frameTime))
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{
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_lightState = EmergencyLightState.Empty;
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State = EmergencyLightState.Empty;
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TurnOff();
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}
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}
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@@ -96,7 +107,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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receiver.Load = 1;
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}
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_lightState = EmergencyLightState.Full;
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State = EmergencyLightState.Full;
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}
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}
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}
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@@ -137,6 +148,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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}
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receiver.OnPowerStateChanged += UpdateState;
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State = EmergencyLightState.Charging;
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}
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public override void OnRemove()
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@@ -151,7 +163,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString($"The battery indicator displays: {BatteryStateText[_lightState]}."));
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message.AddMarkup(Loc.GetString($"The battery indicator displays: {BatteryStateText[State]}."));
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}
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public enum EmergencyLightState
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@@ -170,4 +182,17 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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{ EmergencyLightState.On, "[color=darkorange]Discharging[/color]"}
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};
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}
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public sealed class EmergencyLightMessage : EntitySystemMessage
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{
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public EmergencyLightComponent Component { get; }
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public EmergencyLightComponent.EmergencyLightState State { get; }
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public EmergencyLightMessage(EmergencyLightComponent component, EmergencyLightComponent.EmergencyLightState state)
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{
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Component = component;
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State = state;
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}
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}
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}
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@@ -1,4 +1,6 @@
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using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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@@ -7,10 +9,42 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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internal sealed class EmergencyLightSystem : EntitySystem
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{
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private List<EmergencyLightComponent> _activeLights = new List<EmergencyLightComponent>();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
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}
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private void HandleEmergencyLightMessage(EmergencyLightMessage message)
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{
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switch (message.State)
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{
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case EmergencyLightComponent.EmergencyLightState.Charging:
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if (_activeLights.Contains(message.Component))
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_activeLights.Add(message.Component);
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break;
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case EmergencyLightComponent.EmergencyLightState.Full:
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case EmergencyLightComponent.EmergencyLightState.Empty:
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_activeLights.Remove(message.Component);
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break;
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case EmergencyLightComponent.EmergencyLightState.On:
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if (!_activeLights.Contains(message.Component))
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_activeLights.Add(message.Component);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<EmergencyLightComponent>())
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for (var i = _activeLights.Count - 1; i >= 0; i--)
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{
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var comp = _activeLights[i];
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comp.OnUpdate(frameTime);
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}
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}
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