Power stuff (#31314)

* Power stuff

- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.

* big update

* boing
This commit is contained in:
metalgearsloth
2024-08-25 22:18:42 +10:00
committed by GitHub
parent 3d145875a4
commit a89d4c750b
98 changed files with 236 additions and 18 deletions

View File

@@ -0,0 +1,17 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Light.Components;
// All content light code is terrible and everything is baked-in. Power code got predicted before light code did.
/// <summary>
/// Handles turning a pointlight on / off based on power. Nothing else
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SlimPoweredLightComponent : Component
{
/// <summary>
/// Used to make this as being lit. If unpowered then the light will still be off.
/// </summary>
[DataField, AutoNetworkedField]
public bool Enabled = true;
}