Flashlights now run off a power cell. (#121)
* Flashlight runs off a power cell now. * Cleanup
This commit is contained in:
committed by
GitHub
parent
51bc17f76d
commit
4720182cf4
@@ -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
|
||||
/// <summary>
|
||||
/// Component that represents a handheld lightsource which can be toggled on and off.
|
||||
/// </summary>
|
||||
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<PointLightComponent>();
|
||||
spriteComponent = Owner.GetComponent<SpriteComponent>();
|
||||
_pointLight = Owner.GetComponent<PointLightComponent>();
|
||||
_spriteComponent = Owner.GetComponent<SpriteComponent>();
|
||||
_cellContainer =
|
||||
ContainerManagerComponent.Ensure<ContainerSlot>("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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user