Light bulbs can now be colored! (#154)

-Also fixes a bug where bulb type didn't matter when inserting a new bulb into a light fixture.
-And a bug where bulb state changing didn't change the light itself.

P.S. Also note I didn't add any colored lightbulb prototypes, as I don't think they're necessary right now. To see the changes, please use VV! In the future, it might be possible to change the lightbulb's color with a multitool or something in-game.
This commit is contained in:
Víctor Aguilera Puerto
2019-03-23 22:30:05 +01:00
committed by Pieter-Jan Briers
parent 5c234c1de4
commit 4f2ae14b3f
3 changed files with 62 additions and 21 deletions

View File

@@ -34,16 +34,16 @@ namespace Content.Server.GameObjects.Components.Power
[ViewVariables] private float Load = 40;
[ViewVariables] private ContainerSlot LightBulbContainer;
[ViewVariables] private ContainerSlot _lightBulbContainer;
[ViewVariables]
private LightBulbComponent LightBulb
{
get
{
if (LightBulbContainer.ContainedEntity == null) return null;
if (_lightBulbContainer.ContainedEntity == null) return null;
LightBulbContainer.ContainedEntity.TryGetComponent(out LightBulbComponent bulb);
_lightBulbContainer.ContainedEntity.TryGetComponent(out LightBulbComponent bulb);
return bulb;
}
@@ -51,17 +51,7 @@ namespace Content.Server.GameObjects.Components.Power
bool IAttackby.Attackby(IEntity user, IEntity attackwith)
{
if (!attackwith.HasComponent<LightBulbComponent>()) return false;
if (LightBulb != null) return false;
user.GetComponent<IHandsComponent>().Drop(attackwith, LightBulbContainer);
var inserted = LightBulbContainer.Insert(attackwith);
UpdateLight();
return inserted;
return InsertBulb(attackwith);
}
bool IAttackHand.Attackhand(IEntity user)
@@ -83,6 +73,26 @@ namespace Content.Server.GameObjects.Components.Power
return false;
}
/// <summary>
/// Inserts the bulb if possible.
/// </summary>
/// <returns>True if it could insert it, false if it couldn't.</returns>
private bool InsertBulb(IEntity bulb)
{
if (LightBulb != null) return false;
if (!bulb.TryGetComponent(out LightBulbComponent lightBulb)) return false;
if (lightBulb.Type != BulbType) return false;
var inserted = _lightBulbContainer.Insert(bulb);
lightBulb.OnLightBulbStateChange += UpdateLight;
lightBulb.OnLightColorChange += UpdateLight;
UpdateLight();
return inserted;
}
/// <summary>
/// Ejects the bulb to a mob's hand if possible.
/// </summary>
@@ -92,7 +102,10 @@ namespace Content.Server.GameObjects.Components.Power
var bulb = LightBulb;
if (!LightBulbContainer.Remove(bulb.Owner)) return;
bulb.OnLightBulbStateChange -= UpdateLight;
bulb.OnLightColorChange -= UpdateLight;
if (!_lightBulbContainer.Remove(bulb.Owner)) return;
if (!user.TryGetComponent(out HandsComponent hands)
|| !hands.PutInHand(bulb.Owner.GetComponent<ItemComponent>()))
@@ -137,6 +150,7 @@ namespace Content.Server.GameObjects.Components.Power
device.Load = Load;
sprite.LayerSetState(0, "on");
light.State = LightState.On;
light.Color = LightBulb.Color;
var time = IoCManager.Resolve<IGameTiming>().CurTime;
if (time > _lastThunk + _thunkDelay)
{
@@ -172,11 +186,11 @@ namespace Content.Server.GameObjects.Components.Power
var device = Owner.GetComponent<PowerDeviceComponent>();
device.OnPowerStateChanged += UpdateLight;
LightBulbContainer = ContainerManagerComponent.Ensure<ContainerSlot>("light_bulb", Owner, out var existed);
_lightBulbContainer = ContainerManagerComponent.Ensure<ContainerSlot>("light_bulb", Owner, out var existed);
if (!existed) // Insert a light tube if there wasn't any.
{
LightBulbContainer.Insert(Owner.EntityManager.SpawnEntity("LightTube"));
_lightBulbContainer.Insert(Owner.EntityManager.SpawnEntity("LightTube"));
}
}
}