Predict PoweredLights (#36541)
* Move PoweredLight to shared * Predict the rest of the owl * reacher * compinit & anim * Fix names * Revert this? * Fix these * chicken drummies * deita * Fix * review * fix * fixes * fix PVS weirdness --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -8,69 +8,61 @@ namespace Content.Shared.Light.Components;
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/// Component that represents a light bulb. Can be broken, or burned, which turns them mostly useless.
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/// TODO: Breaking and burning should probably be moved to another component eventually.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class LightBulbComponent : Component
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{
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/// <summary>
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/// The color of the lightbulb and the light it produces.
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/// </summary>
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[DataField("color")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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public Color Color = Color.White;
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/// <summary>
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/// The type of lightbulb. Tube/bulb/etc...
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/// </summary>
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[DataField("bulb")]
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[ViewVariables(VVAccess.ReadWrite)]
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public LightBulbType Type = LightBulbType.Tube;
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/// <summary>
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/// The initial state of the lightbulb.
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/// </summary>
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[DataField("startingState")]
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[DataField("startingState"), AutoNetworkedField]
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public LightBulbState State = LightBulbState.Normal;
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/// <summary>
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/// The temperature the air around the lightbulb is exposed to when the lightbulb burns out.
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/// </summary>
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[DataField("BurningTemperature")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int BurningTemperature = 1400;
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/// <summary>
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/// Relates to how bright the light produced by the lightbulb is.
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/// </summary>
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[DataField("lightEnergy")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float LightEnergy = 0.8f;
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/// <summary>
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/// The maximum radius of the point light source this light produces.
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/// </summary>
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[DataField("lightRadius")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float LightRadius = 10;
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/// <summary>
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/// Relates to the falloff constant of the light produced by the lightbulb.
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/// </summary>
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[DataField("lightSoftness")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float LightSoftness = 1;
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/// <summary>
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/// The amount of power used by the lightbulb when it's active.
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/// </summary>
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[DataField("PowerUse")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int PowerUse = 60;
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/// <summary>
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/// The sound produced when the lightbulb breaks.
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/// </summary>
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[DataField("breakSound")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public SoundSpecifier BreakSound = new SoundCollectionSpecifier("GlassBreak", AudioParams.Default.WithVolume(-6f));
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#region Appearance
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@@ -78,22 +70,19 @@ public sealed partial class LightBulbComponent : Component
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/// <summary>
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/// The sprite state used when the lightbulb is intact.
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/// </summary>
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[DataField("normalSpriteState")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string NormalSpriteState = "normal";
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/// <summary>
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/// The sprite state used when the lightbulb is broken.
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/// </summary>
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[DataField("brokenSpriteState")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string BrokenSpriteState = "broken";
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/// <summary>
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/// The sprite state used when the lightbulb is burned.
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/// </summary>
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[DataField("burnedSpriteState")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string BurnedSpriteState = "burned";
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#endregion Appearance
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@@ -1,3 +1,4 @@
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using Content.Shared.Light.Components;
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using Content.Shared.Light.EntitySystems;
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using Content.Shared.Storage;
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using Robust.Shared.Audio;
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87
Content.Shared/Light/Components/PoweredLightComponent.cs
Normal file
87
Content.Shared/Light/Components/PoweredLightComponent.cs
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@@ -0,0 +1,87 @@
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using Content.Shared.DeviceLinking;
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using Content.Shared.Light.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Light.Components
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{
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/// <summary>
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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, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause, Access(typeof(SharedPoweredLightSystem))]
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public sealed partial class PoweredLightComponent : Component
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{
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/*
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* Stop adding more fields, use components or I will shed you.
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*/
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[DataField]
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public SoundSpecifier BurnHandSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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[DataField]
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public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Machines/light_tube_on.ogg");
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// Should be using containerfill?
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[DataField]
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public EntProtoId? HasLampOnSpawn = null;
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[DataField("bulb")]
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public LightBulbType BulbType;
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[DataField, AutoNetworkedField]
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public bool On = true;
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[DataField]
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public bool IgnoreGhostsBoo;
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[DataField]
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public TimeSpan GhostBlinkingTime = TimeSpan.FromSeconds(10);
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[DataField]
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public TimeSpan GhostBlinkingCooldown = TimeSpan.FromSeconds(60);
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[ViewVariables]
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public ContainerSlot LightBulbContainer = default!;
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[AutoNetworkedField]
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public bool CurrentLit;
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[DataField, AutoNetworkedField]
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public bool IsBlinking;
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[DataField, AutoNetworkedField, AutoPausedField]
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public TimeSpan LastThunk;
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[DataField, AutoPausedField]
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public TimeSpan? LastGhostBlink;
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[DataField]
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public ProtoId<SinkPortPrototype> OnPort = "On";
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[DataField]
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public ProtoId<SinkPortPrototype> OffPort = "Off";
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[DataField]
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public ProtoId<SinkPortPrototype> TogglePort = "Toggle";
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/// <summary>
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/// How long it takes to eject a bulb from this
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/// </summary>
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[DataField]
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public float EjectBulbDelay = 2;
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/// <summary>
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/// Shock damage done to a mob that hits the light with an unarmed attack
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/// </summary>
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[DataField]
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public int UnarmedHitShock = 20;
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/// <summary>
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/// Stun duration applied to a mob that hits the light with an unarmed attack
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/// </summary>
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[DataField]
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public TimeSpan UnarmedHitStun = TimeSpan.FromSeconds(5);
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}
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}
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