Merge remote-tracking branch 'upstream/master' into 20-10-30-admins
This commit is contained in:
@@ -14,10 +14,9 @@ namespace Content.Client.GameObjects.Components
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[RegisterComponent]
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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{
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private bool _hasCell;
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[ViewVariables] protected override bool HasCell => _level != null;
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[ViewVariables] public float? Charge { get; private set; }
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[ViewVariables] protected override bool HasCell => _hasCell;
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private byte? _level;
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public Control MakeControl()
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{
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@@ -29,8 +28,7 @@ namespace Content.Client.GameObjects.Components
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if (!(curState is HandheldLightComponentState cast))
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return;
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Charge = cast.Charge;
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_hasCell = cast.HasCell;
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_level = cast.Charge;
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}
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private sealed class StatusControl : Control
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@@ -38,7 +36,7 @@ namespace Content.Client.GameObjects.Components
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private const float TimerCycle = 1;
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private readonly HandheldLightComponent _parent;
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private readonly PanelContainer[] _sections = new PanelContainer[5];
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private readonly PanelContainer[] _sections = new PanelContainer[StatusLevels - 1];
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private float _timer;
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@@ -76,22 +74,18 @@ namespace Content.Client.GameObjects.Components
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{
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base.Update(args);
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if (!_parent.HasCell)
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return;
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_timer += args.DeltaSeconds;
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_timer %= TimerCycle;
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var charge = _parent.Charge ?? 0;
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var level = _parent._level;
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int level;
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if (MathHelper.CloseTo(charge, 0))
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for (var i = 0; i < _sections.Length; i++)
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{
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level = 0;
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}
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else
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if (i == 0)
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{
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level = ContentHelpers.RoundToNearestLevels(charge, 1.0, 6) + 1;
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}
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if (level == 0)
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{
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_sections[0].PanelOverride = _styleBoxUnlit;
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@@ -106,10 +100,11 @@ namespace Content.Client.GameObjects.Components
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_sections[0].PanelOverride = _styleBoxLit;
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}
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_sections[1].PanelOverride = level >= 3 ? _styleBoxLit : _styleBoxUnlit;
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_sections[2].PanelOverride = level >= 4 ? _styleBoxLit : _styleBoxUnlit;
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_sections[3].PanelOverride = level >= 5 ? _styleBoxLit : _styleBoxUnlit;
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_sections[4].PanelOverride = level >= 6 ? _styleBoxLit : _styleBoxUnlit;
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continue;
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}
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_sections[i].PanelOverride = level >= i + 2 ? _styleBoxLit : _styleBoxUnlit;
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}
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}
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}
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}
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@@ -203,7 +203,17 @@ namespace Content.Client.GameObjects.Components.IconSmoothing
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cornerNW |= CornerFill.Diagonal;
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}
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switch (Owner.Transform.WorldRotation.GetCardinalDir())
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{
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case Direction.North:
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return (cornerSW, cornerSE, cornerNE, cornerNW);
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case Direction.West:
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return (cornerSE, cornerNE, cornerNW, cornerSW);
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case Direction.South:
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return (cornerNE, cornerNW, cornerSW, cornerSE);
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default:
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return (cornerNW, cornerSW, cornerSE, cornerNE);
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}
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}
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/// <inheritdoc />
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@@ -34,10 +34,10 @@ namespace Content.Client.GameObjects.Components.Power
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (component.TryGetData(PowerCellVisuals.ChargeLevel, out float fraction))
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if (component.TryGetData(PowerCellVisuals.ChargeLevel, out byte level))
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{
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int level = ContentHelpers.RoundToNearestLevels(fraction, 1, 4) * 25;
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sprite.LayerSetState(Layers.Charge, $"{_prefix}_{level}");
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var adjustedLevel = level * 25;
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sprite.LayerSetState(Layers.Charge, $"{_prefix}_{adjustedLevel}");
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}
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}
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@@ -212,6 +212,8 @@
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"MorgueEntityStorage",
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"MorgueTray",
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"CrematoriumEntityStorage",
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"RandomArcade",
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"RandomSpriteState",
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};
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}
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}
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@@ -1,4 +1,5 @@
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#nullable enable
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Construction;
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using Content.Shared.Construction;
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@@ -53,7 +54,18 @@ namespace Content.Server.Construction.Completions
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var computer = entityManager.SpawnEntity(boardComponent.Prototype, entity.Transform.Coordinates);
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computer.Transform.LocalRotation = entity.Transform.LocalRotation;
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var computerContainer = ContainerManagerComponent.Ensure<Container>(Container, computer);
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var computerContainer = ContainerManagerComponent.Ensure<Container>(Container, computer, out var existed);
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if (existed)
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{
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// In case there are any entities inside this, delete them.
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foreach (var ent in computerContainer.ContainedEntities.ToArray())
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{
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computerContainer.ForceRemove(ent);
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ent.Delete();
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}
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}
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computerContainer.Insert(board);
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if (computer.TryGetComponent(out ConstructionComponent? construction))
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@@ -7,12 +7,14 @@ using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -41,6 +43,11 @@ namespace Content.Server.GameObjects.Components.Interactable
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnFailSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOffSound;
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/// <summary>
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/// Client-side ItemStatus level
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/// </summary>
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private byte? _lastLevel;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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@@ -190,24 +197,34 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
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var level = GetLevel();
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if (level != _lastLevel)
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{
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_lastLevel = level;
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Dirty();
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}
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}
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// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
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// Thus we'll just check if the level changes.
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private byte? GetLevel()
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{
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if (Cell == null)
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return null;
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var currentCharge = Cell.CurrentCharge;
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if (MathHelper.CloseTo(currentCharge, 0) || Wattage > currentCharge)
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return 0;
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return (byte?) ContentHelpers.RoundToNearestLevels(currentCharge / Cell.MaxCharge * 255, 255, StatusLevels);
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}
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public override ComponentState GetComponentState()
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{
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if (Cell == null)
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{
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return new HandheldLightComponentState(null, false);
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}
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if (Wattage > Cell.CurrentCharge)
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{
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// Practically zero.
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// This is so the item status works correctly.
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return new HandheldLightComponentState(0, HasCell);
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}
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return new HandheldLightComponentState(Cell.CurrentCharge / Cell.MaxCharge, HasCell);
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return new HandheldLightComponentState(GetLevel());
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}
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}
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}
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@@ -1,14 +1,9 @@
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namespace Content.Server.GameObjects.Components.MachineLinking
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{
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public interface ISignalReceiver
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{
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void TriggerSignal(SignalState state);
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}
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using System;
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public enum SignalState
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namespace Content.Server.GameObjects.Components.MachineLinking
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{
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On,
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Off,
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Toggle
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public interface ISignalReceiver<in T>
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{
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void TriggerSignal(T signal);
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Shared.Interfaces;
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using Content.Server.GameObjects.Components.MachineLinking.Signals;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -29,7 +30,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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return;
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}
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if (transmitter.TransmitSignal(user, SignalState.Toggle))
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if (transmitter.TransmitSignal(user, new ToggleSignal()))
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{
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// Since the button doesn't have an animation, I'm going to use a popup message
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Owner.PopupMessage(user, Loc.GetString("Click."));
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@@ -26,9 +26,9 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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_transmitters = new List<SignalTransmitterComponent>();
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}
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public void DistributeSignal(SignalState state)
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public void DistributeSignal<T>(T state)
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{
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foreach (var comp in Owner.GetAllComponents<ISignalReceiver>())
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foreach (var comp in Owner.GetAllComponents<ISignalReceiver<T>>())
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{
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comp.TriggerSignal(state);
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}
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@@ -52,7 +52,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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return;
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}
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transmitter.TransmitSignal(user, _on ? SignalState.On : SignalState.Off);
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transmitter.TransmitSignal(user, _on);
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}
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private void UpdateSprite()
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@@ -87,7 +87,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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}
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}
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public bool TransmitSignal(IEntity user, SignalState state)
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public bool TransmitSignal<T>(IEntity user, T signal)
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{
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if (_receivers.Count == 0)
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{
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@@ -102,7 +102,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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continue;
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}
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receiver.DistributeSignal(state);
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receiver.DistributeSignal(signal);
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}
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return true;
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}
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@@ -0,0 +1,4 @@
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namespace Content.Server.GameObjects.Components.MachineLinking.Signals
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{
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public struct ToggleSignal {}
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}
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@@ -3,6 +3,7 @@ using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.MachineLinking;
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using Content.Server.GameObjects.Components.MachineLinking.Signals;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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@@ -28,7 +29,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
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/// </summary>
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[RegisterComponent]
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public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver
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public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver<bool>, ISignalReceiver<ToggleSignal>
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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@@ -62,23 +63,6 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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return InsertBulb(eventArgs.Using);
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}
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public void TriggerSignal(SignalState state)
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{
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switch (state)
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{
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case SignalState.On:
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_on = true;
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break;
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case SignalState.Off:
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_on = false;
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break;
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case SignalState.Toggle:
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_on = !_on;
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break;
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}
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UpdateLight();
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}
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public bool InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IDamageableComponent damageableComponent))
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@@ -252,5 +236,17 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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var entity = Owner.EntityManager.SpawnEntity(prototype, Owner.Transform.Coordinates);
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_lightBulbContainer.Insert(entity);
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}
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public void TriggerSignal(bool signal)
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{
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_on = signal;
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UpdateLight();
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}
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public void TriggerSignal(ToggleSignal signal)
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{
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_on = !_on;
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UpdateLight();
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}
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}
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}
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@@ -1,5 +1,6 @@
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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@@ -45,10 +46,15 @@ namespace Content.Server.GameObjects.Components.Power
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(PowerCellVisuals.ChargeLevel, CurrentCharge / MaxCharge);
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appearance.SetData(PowerCellVisuals.ChargeLevel, GetLevel(CurrentCharge / MaxCharge));
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}
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}
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private byte GetLevel(float fraction)
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{
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return (byte) ContentHelpers.RoundToNearestLevels(fraction, 1, SharedPowerCell.PowerCellVisualsLevels);
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if(inDetailsRange)
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@@ -3,6 +3,11 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Power
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{
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public static class SharedPowerCell
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{
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public const int PowerCellVisualsLevels = 4;
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}
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[Serializable, NetSerializable]
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public enum PowerCellVisuals
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{
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@@ -11,18 +11,17 @@ namespace Content.Shared.GameObjects.Components
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protected abstract bool HasCell { get; }
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protected const int StatusLevels = 6;
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[Serializable, NetSerializable]
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protected sealed class HandheldLightComponentState : ComponentState
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{
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public HandheldLightComponentState(float? charge, bool hasCell) : base(ContentNetIDs.HANDHELD_LIGHT)
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public byte? Charge { get; }
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public HandheldLightComponentState(byte? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
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{
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Charge = charge;
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HasCell = hasCell;
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}
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public float? Charge { get; }
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public bool HasCell { get; }
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}
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}
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Submodule RobustToolbox updated: 2f21a2551e...3c428a17a8
Reference in New Issue
Block a user