diff --git a/Content.Server/Content.Server.csproj b/Content.Server/Content.Server.csproj
index 9d88b66adb..ab8add0b8d 100644
--- a/Content.Server/Content.Server.csproj
+++ b/Content.Server/Content.Server.csproj
@@ -99,6 +99,7 @@
+
diff --git a/Content.Server/GameObjects/Components/Interactable/HandheldLightComponent.cs b/Content.Server/GameObjects/Components/Interactable/HandheldLightComponent.cs
index b5479c8190..21341cac22 100644
--- a/Content.Server/GameObjects/Components/Interactable/HandheldLightComponent.cs
+++ b/Content.Server/GameObjects/Components/Interactable/HandheldLightComponent.cs
@@ -1,14 +1,10 @@
using Content.Server.GameObjects.EntitySystems;
+using Content.Server.GameObjects.Components.Power;
using SS14.Server.GameObjects;
+using SS14.Server.GameObjects.Components.Container;
using SS14.Shared.Enums;
-using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
-using SS14.Shared.Serialization;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using System.Threading.Tasks;
+using SS14.Shared.GameObjects;
using SS14.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Interactable
@@ -16,10 +12,25 @@ namespace Content.Server.GameObjects.Components.Interactable
///
/// Component that represents a handheld lightsource which can be toggled on and off.
///
- class HandheldLightComponent : Component, EntitySystems.IUse, EntitySystems.IExamine
+ class HandheldLightComponent : Component, IUse, IExamine
{
- PointLightComponent pointLight;
- SpriteComponent spriteComponent;
+ private PointLightComponent _pointLight;
+ private SpriteComponent _spriteComponent;
+ [ViewVariables] private ContainerSlot _cellContainer;
+
+ private PowerCellComponent Cell
+ {
+ get
+ {
+ if (_cellContainer.ContainedEntity == null)
+ {
+ return null;
+ }
+
+ _cellContainer.ContainedEntity.TryGetComponent(out PowerCellComponent cell);
+ return cell;
+ }
+ }
public override string Name => "HandheldLight";
@@ -29,12 +40,22 @@ namespace Content.Server.GameObjects.Components.Interactable
[ViewVariables]
public bool Activated { get; private set; } = false;
+ public const float Wattage = 10;
+
public override void Initialize()
{
base.Initialize();
- pointLight = Owner.GetComponent();
- spriteComponent = Owner.GetComponent();
+ _pointLight = Owner.GetComponent();
+ _spriteComponent = Owner.GetComponent();
+ _cellContainer =
+ ContainerManagerComponent.Ensure("flashlight_cell_container", Owner, out var existed);
+
+ if (!existed)
+ {
+ var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallHyper");
+ _cellContainer.Insert(cell);
+ }
}
bool IUse.UseEntity(IEntity user)
@@ -54,19 +75,56 @@ namespace Content.Server.GameObjects.Components.Interactable
// Update sprite and light states to match the activation.
if (Activated)
{
- spriteComponent.LayerSetState(0, "lantern_on");
- pointLight.State = LightState.On;
+ _spriteComponent.LayerSetState(0, "lantern_on");
+ _pointLight.State = LightState.On;
}
else
{
- spriteComponent.LayerSetState(0, "lantern_off");
- pointLight.State = LightState.Off;
+ _spriteComponent.LayerSetState(0, "lantern_off");
+ _pointLight.State = LightState.Off;
}
// Toggle always succeeds.
return true;
}
+ public void TurnOff()
+ {
+ if (!Activated)
+ {
+ return;
+ }
+
+ _spriteComponent.LayerSetState(0, "lantern_off");
+ _pointLight.State = LightState.Off;
+ Activated = false;
+ }
+
+ public void TurnOn()
+ {
+ if (Activated)
+ {
+ return;
+ }
+
+ var cell = Cell;
+ if (cell == null)
+ {
+ return;
+ }
+
+ // To prevent having to worry about frame time in here.
+ // Let's just say you need a whole second of charge before you can turn it on.
+ // Simple enough.
+ if (cell.AvailableCharge(1) < Wattage)
+ {
+ return;
+ }
+
+ _spriteComponent.LayerSetState(0, "lantern_on");
+ _pointLight.State = LightState.On;
+ }
+
string IExamine.Examine()
{
if (Activated)
@@ -76,5 +134,19 @@ namespace Content.Server.GameObjects.Components.Interactable
return null;
}
+
+ public void OnUpdate(float frameTime)
+ {
+ if (!Activated)
+ {
+ return;
+ }
+
+ var cell = Cell;
+ if (cell == null || !cell.TryDeductWattage(Wattage, frameTime))
+ {
+ TurnOff();
+ }
+ }
}
}
diff --git a/Content.Server/GameObjects/EntitySystems/HandHeldLightSystem.cs b/Content.Server/GameObjects/EntitySystems/HandHeldLightSystem.cs
new file mode 100644
index 0000000000..df96775a79
--- /dev/null
+++ b/Content.Server/GameObjects/EntitySystems/HandHeldLightSystem.cs
@@ -0,0 +1,23 @@
+using Content.Server.GameObjects.Components.Interactable;
+using SS14.Shared.GameObjects;
+using SS14.Shared.GameObjects.Systems;
+
+namespace Content.Server.GameObjects.EntitySystems
+{
+ public class HandHeldLightSystem : EntitySystem
+ {
+ public override void Initialize()
+ {
+ EntityQuery = new TypeEntityQuery(typeof(HandheldLightComponent));
+ }
+
+ public override void Update(float frameTime)
+ {
+ foreach (var entity in RelevantEntities)
+ {
+ var comp = entity.GetComponent();
+ comp.OnUpdate(frameTime);
+ }
+ }
+ }
+}