Wall lights now require light bulbs. (#151)

* Adds light_tube.rsi

Sprites taken from CEV Eris!

* Adds LightBulbComponent

* Wall lights now use light bulbs!

* Light bulb now updates its sprite when it changes.

* Comments the code.

* Adds license and copyright to new sprites
This commit is contained in:
Víctor Aguilera Puerto
2019-03-22 23:59:13 +01:00
committed by Pieter-Jan Briers
parent 58e8aef5d8
commit b3aa1f6dcd
9 changed files with 299 additions and 23 deletions

View File

@@ -86,6 +86,7 @@
<Compile Include="GameObjects\Components\Mobs\DamageThresholdTemplates\HumanTemplate.cs" /> <Compile Include="GameObjects\Components\Mobs\DamageThresholdTemplates\HumanTemplate.cs" />
<Compile Include="GameObjects\Components\Mobs\MindComponent.cs" /> <Compile Include="GameObjects\Components\Mobs\MindComponent.cs" />
<Compile Include="GameObjects\Components\Mobs\SpeciesComponent.cs" /> <Compile Include="GameObjects\Components\Mobs\SpeciesComponent.cs" />
<Compile Include="GameObjects\Components\Power\LightBulbComponent.cs" />
<Compile Include="GameObjects\Components\Power\PowerCellComponent.cs" /> <Compile Include="GameObjects\Components\Power\PowerCellComponent.cs" />
<Compile Include="GameObjects\Components\Power\PowerStorageComponent.cs" /> <Compile Include="GameObjects\Components\Power\PowerStorageComponent.cs" />
<Compile Include="GameObjects\Components\Power\PowerGeneratorComponent.cs" /> <Compile Include="GameObjects\Components\Power\PowerGeneratorComponent.cs" />

View File

@@ -86,6 +86,7 @@ namespace Content.Server
factory.RegisterReference<PowerCellComponent, PowerStorageComponent>(); factory.RegisterReference<PowerCellComponent, PowerStorageComponent>();
factory.Register<PowerDeviceComponent>(); factory.Register<PowerDeviceComponent>();
factory.Register<PowerGeneratorComponent>(); factory.Register<PowerGeneratorComponent>();
factory.Register<LightBulbComponent>();
//Tools //Tools
factory.Register<MultitoolComponent>(); factory.Register<MultitoolComponent>();

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@@ -0,0 +1,71 @@
using System;
using SS14.Server.GameObjects;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Power
{
public enum LightBulbState
{
Normal,
Broken,
Burned,
}
public enum LightBulbType
{
Tube,
}
/// <summary>
/// Component that represents a light bulb. Can be broken, or burned, which turns them mostly useless.
/// </summary>
public class LightBulbComponent : Component
{
/// <summary>
/// Invoked whenever the state of the light bulb changes.
/// </summary>
public event EventHandler<EventArgs> OnLightBulbStateChange;
public override string Name => "LightBulb";
public LightBulbType Type = LightBulbType.Tube;
/// <summary>
/// The current state of the light bulb. Invokes the OnLightBulbStateChange event when set.
/// It also updates the bulb's sprite accordingly.
/// </summary>
public LightBulbState State
{
get { return _state; }
set
{
var sprite = Owner.GetComponent<SpriteComponent>();
OnLightBulbStateChange?.Invoke(this, EventArgs.Empty);
_state = value;
switch (value)
{
case LightBulbState.Normal:
sprite.LayerSetState(0, "normal");
break;
case LightBulbState.Broken:
sprite.LayerSetState(0, "broken");
break;
case LightBulbState.Burned:
sprite.LayerSetState(0, "burned");
break;
}
}
}
private LightBulbState _state = LightBulbState.Normal;
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Type, "bulb", LightBulbType.Tube);
}
}
}

View File

@@ -1,5 +1,10 @@
using System; using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Inventory;
using SS14.Server.GameObjects; using SS14.Server.GameObjects;
using SS14.Server.GameObjects.Components.Container;
using SS14.Server.GameObjects.EntitySystems; using SS14.Server.GameObjects.EntitySystems;
using SS14.Shared.Audio; using SS14.Shared.Audio;
using SS14.Shared.Enums; using SS14.Shared.Enums;
@@ -7,10 +12,17 @@ using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects; using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Timing; using SS14.Shared.Interfaces.Timing;
using SS14.Shared.IoC; using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Map;
using SS14.Shared.Serialization;
using SS14.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power namespace Content.Server.GameObjects.Components.Power
{ {
public class PoweredLightComponent : Component /// <summary>
/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
/// </summary>
public class PoweredLightComponent : Component, IAttackHand, IAttackby
{ {
public override string Name => "PoweredLight"; public override string Name => "PoweredLight";
@@ -18,17 +30,111 @@ namespace Content.Server.GameObjects.Components.Power
private TimeSpan _lastThunk; private TimeSpan _lastThunk;
public override void Initialize() private LightBulbType BulbType = LightBulbType.Tube;
{
base.Initialize();
[ViewVariables] private float Load = 40;
[ViewVariables] private ContainerSlot LightBulbContainer;
[ViewVariables]
private LightBulbComponent LightBulb
{
get
{
if (LightBulbContainer.ContainedEntity == null) return null;
LightBulbContainer.ContainedEntity.TryGetComponent(out LightBulbComponent bulb);
return bulb;
}
}
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;
}
bool IAttackHand.Attackhand(IEntity user)
{
if (user.GetComponent<InventoryComponent>().GetSlotItem(EquipmentSlotDefines.Slots.GLOVES) != null)
{
EjectBulb(user);
UpdateLight();
return true;
}
else
{
if (!user.TryGetComponent(out DamageableComponent damageableComponent)) return false;
damageableComponent.TakeDamage(DamageType.Heat, 20);
}
UpdateLight();
return false;
}
/// <summary>
/// Ejects the bulb to a mob's hand if possible.
/// </summary>
private void EjectBulb(IEntity user)
{
if (LightBulb == null) return;
var bulb = LightBulb;
if (!LightBulbContainer.Remove(bulb.Owner)) return;
if (!user.TryGetComponent(out HandsComponent hands)
|| !hands.PutInHand(bulb.Owner.GetComponent<ItemComponent>()))
bulb.Owner.Transform.GridPosition = user.Transform.GridPosition;
}
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Load, "load", 40);
serializer.DataField(ref BulbType, "bulb", LightBulbType.Tube);
}
/// <summary>
/// For attaching UpdateLight() to events.
/// </summary>
public void UpdateLight(object sender, EventArgs e)
{
UpdateLight();
}
/// <summary>
/// Updates the light's power drain, sprite and actual light state.
/// </summary>
public void UpdateLight()
{
var device = Owner.GetComponent<PowerDeviceComponent>(); var device = Owner.GetComponent<PowerDeviceComponent>();
var sprite = Owner.GetComponent<SpriteComponent>(); var sprite = Owner.GetComponent<SpriteComponent>();
var light = Owner.GetComponent<PointLightComponent>(); var light = Owner.GetComponent<PointLightComponent>();
device.OnPowerStateChanged += (sender, args) => if (LightBulb == null) // No light bulb.
{ {
if (args.Powered) device.Load = 0;
sprite.LayerSetState(0, "empty");
light.State = LightState.Off;
return;
}
switch (LightBulb.State)
{ {
case LightBulbState.Normal:
if (device.Powered)
{
device.Load = Load;
sprite.LayerSetState(0, "on"); sprite.LayerSetState(0, "on");
light.State = LightState.On; light.State = LightState.On;
var time = IoCManager.Resolve<IGameTiming>().CurTime; var time = IoCManager.Resolve<IGameTiming>().CurTime;
@@ -40,10 +146,38 @@ namespace Content.Server.GameObjects.Components.Power
} }
else else
{ {
device.Load = 0;
sprite.LayerSetState(0, "off"); sprite.LayerSetState(0, "off");
light.State = LightState.Off; light.State = LightState.Off;
} }
};
break;
case LightBulbState.Broken:
device.Load = 0;
sprite.LayerSetState(0, "broken");
light.State = LightState.Off;
break;
case LightBulbState.Burned:
device.Load = 0;
sprite.LayerSetState(0, "burned");
light.State = LightState.Off;
break;
}
}
public override void Initialize()
{
base.Initialize();
var device = Owner.GetComponent<PowerDeviceComponent>();
device.OnPowerStateChanged += UpdateLight;
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"));
}
} }
} }
} }

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@@ -3,7 +3,6 @@
name: "Unpowered Light" name: "Unpowered Light"
components: components:
- type: Clickable - type: Clickable
# So we can click on it for deletion.
- type: BoundingBox - type: BoundingBox
- type: Sprite - type: Sprite
sprite: Buildings/light_tube.rsi sprite: Buildings/light_tube.rsi
@@ -28,6 +27,8 @@
id: poweredlight id: poweredlight
parent: wall_light parent: wall_light
components: components:
- type: Clickable
- type: BoundingBox
- type: Sprite - type: Sprite
sprite: Buildings/light_tube.rsi sprite: Buildings/light_tube.rsi
state: off state: off
@@ -40,7 +41,31 @@
state: Off state: Off
- type: PowerDevice - type: PowerDevice
load: 50
priority: Low priority: Low
- type: PoweredLight - type: PoweredLight
load: 40
bulb: Tube
- type: entity
parent: BaseItem
name: BaseLightbulb
id: BaseLightbulb
components:
- type: LightBulb
- type: entity
parent: BaseLightbulb
name: Light Tube
id: LightTube
components:
- type: LightBulb
bulb: Tube
- type: Sprite
sprite: Objects/light_tube.rsi
state: normal
- type: Icon
sprite: Objects/light_tube.rsi
state: normal

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@@ -0,0 +1,44 @@
{
"version": 1,
"size": {
"x": 32,
"y": 32
},
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/discordia-space/CEV-Eris at commit ad7c8621e5567b1b3b2b609f699b3b80cca785f2",
"states": [
{
"name": "normal",
"select": [],
"flags": {},
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "burned",
"select": [],
"flags": {},
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "broken",
"select": [],
"flags": {},
"directions": 1,
"delays": [
[
1.0
]
]
}
]
}

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