using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Interactable
{
///
/// Component that represents a handheld lightsource which can be toggled on and off.
///
[RegisterComponent]
internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing, IMapInit
{
#pragma warning disable 649
[Dependency] private readonly ISharedNotifyManager _notifyManager;
[Dependency] private readonly ILocalizationManager _localizationManager;
#pragma warning restore 649
[ViewVariables(VVAccess.ReadWrite)] public float Wattage { get; set; } = 10;
[ViewVariables] private ContainerSlot _cellContainer;
private PointLightComponent _pointLight;
private SpriteComponent _spriteComponent;
private ClothingComponent _clothingComponent;
[ViewVariables]
private BatteryComponent Cell
{
get
{
if (_cellContainer.ContainedEntity == null) return null;
_cellContainer.ContainedEntity.TryGetComponent(out BatteryComponent cell);
return cell;
}
}
///
/// Status of light, whether or not it is emitting light.
///
[ViewVariables]
public bool Activated { get; private set; }
async Task IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.Using.HasComponent()) return false;
if (Cell != null) return false;
var handsComponent = eventArgs.User.GetComponent();
if (!handsComponent.Drop(eventArgs.Using, _cellContainer))
{
return false;
}
EntitySystem.Get().PlayFromEntity("/Audio/Items/pistol_magin.ogg", Owner);
Dirty();
return true;
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
var loc = IoCManager.Resolve();
if (Activated)
{
message.AddMarkup(loc.GetString("The light is currently [color=darkgreen]on[/color]."));
}
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return ToggleStatus(eventArgs.User);
}
public override void Initialize()
{
base.Initialize();
_pointLight = Owner.GetComponent();
_spriteComponent = Owner.GetComponent();
Owner.TryGetComponent(out _clothingComponent);
_cellContainer =
ContainerManagerComponent.Ensure("flashlight_cell_container", Owner, out _);
Dirty();
}
///
/// Illuminates the light if it is not active, extinguishes it if it is active.
///
/// True if the light's status was toggled, false otherwise.
private bool ToggleStatus(IEntity user)
{
var item = Owner.GetComponent();
// Update sprite and light states to match the activation.
if (Activated)
{
TurnOff();
item.EquippedPrefix = "off";
}
else
{
TurnOn(user);
item.EquippedPrefix = "on";
}
// Toggle always succeeds.
return true;
}
private void TurnOff()
{
if (!Activated)
{
return;
}
SetState(false);
Activated = false;
EntitySystem.Get().PlayFromEntity("/Audio/Items/flashlight_toggle.ogg", Owner);
}
private void TurnOn(IEntity user)
{
if (Activated)
{
return;
}
var cell = Cell;
if (cell == null)
{
EntitySystem.Get().PlayFromEntity("/Audio/Machines/button.ogg", Owner);
_notifyManager.PopupMessage(Owner, user, _localizationManager.GetString("Cell missing..."));
return;
}
// To prevent having to worry about frame time in here.
// Let's just say you need a whole second of charge before you can turn it on.
// Simple enough.
if (Wattage > cell.CurrentCharge)
{
EntitySystem.Get().PlayFromEntity("/Audio/Machines/button.ogg", Owner);
_notifyManager.PopupMessage(Owner, user, _localizationManager.GetString("Dead cell..."));
return;
}
Activated = true;
SetState(true);
EntitySystem.Get().PlayFromEntity("/Audio/Items/flashlight_toggle.ogg", Owner);
}
private void SetState(bool on)
{
_spriteComponent.LayerSetVisible(1, on);
_pointLight.Enabled = on;
if (_clothingComponent != null)
{
_clothingComponent.ClothingEquippedPrefix = on ? "On" : "Off";
}
}
public void OnUpdate(float frameTime)
{
if (!Activated) return;
var cell = Cell;
if (cell == null || !cell.TryUseCharge(Wattage * frameTime)) TurnOff();
Dirty();
}
private void EjectCell(IEntity user)
{
if (Cell == null)
{
return;
}
var cell = Cell;
if (!_cellContainer.Remove(cell.Owner))
{
return;
}
if (!user.TryGetComponent(out HandsComponent hands))
{
return;
}
if (!hands.PutInHand(cell.Owner.GetComponent()))
{
cell.Owner.Transform.GridPosition = user.Transform.GridPosition;
}
EntitySystem.Get().PlayFromEntity("/Audio/Items/pistol_magout.ogg", Owner);
}
public override ComponentState GetComponentState()
{
if (Cell == null)
{
return new HandheldLightComponentState(null);
}
if (Wattage > Cell.CurrentCharge)
{
// Practically zero.
// This is so the item status works correctly.
return new HandheldLightComponentState(0);
}
return new HandheldLightComponentState(Cell.CurrentCharge / Cell.MaxCharge);
}
[Verb]
public sealed class EjectCellVerb : Verb
{
protected override void GetData(IEntity user, HandheldLightComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (component.Cell == null)
{
data.Text = "Eject cell (cell missing)";
data.Visibility = VerbVisibility.Disabled;
}
else
{
data.Text = "Eject cell";
}
}
protected override void Activate(IEntity user, HandheldLightComponent component)
{
component.EjectCell(user);
}
}
void IMapInit.MapInit()
{
if (_cellContainer.ContainedEntity != null)
{
return;
}
var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallStandard", Owner.Transform.GridPosition);
_cellContainer.Insert(cell);
}
}
}