using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.Sound;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
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 class HandheldLightComponent : Component, IUse, IExamine, IAttackBy, IMapInit
{
public const float Wattage = 10;
[ViewVariables] private ContainerSlot _cellContainer;
private PointLightComponent _pointLight;
private SpriteComponent _spriteComponent;
private ClothingComponent _clothingComponent;
[ViewVariables]
private PowerCellComponent Cell
{
get
{
if (_cellContainer.ContainedEntity == null) return null;
_cellContainer.ContainedEntity.TryGetComponent(out PowerCellComponent cell);
return cell;
}
}
public override string Name => "HandheldLight";
///
/// Status of light, whether or not it is emitting light.
///
[ViewVariables]
public bool Activated { get; private set; }
bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
{
if (!eventArgs.AttackWith.HasComponent()) return false;
if (Cell != null) return false;
var handsComponent = eventArgs.User.GetComponent();
if (!handsComponent.Drop(eventArgs.AttackWith, _cellContainer))
{
return false;
}
if (Owner.TryGetComponent(out SoundComponent soundComponent))
{
soundComponent.Play("/Audio/items/weapons/pistol_magin.ogg");
}
return true;
}
void IExamine.Examine(FormattedMessage message)
{
if (Activated)
{
message.AddText("The light is currently on.");
}
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return ToggleStatus();
}
public override void Initialize()
{
base.Initialize();
_pointLight = Owner.GetComponent();
_spriteComponent = Owner.GetComponent();
Owner.TryGetComponent(out _clothingComponent);
_cellContainer =
ContainerManagerComponent.Ensure("flashlight_cell_container", Owner, out var existed);
}
///
/// Illuminates the light if it is not active, extinguishes it if it is active.
///
/// True if the light's status was toggled, false otherwise.
public bool ToggleStatus()
{
// Update sprite and light states to match the activation.
if (Activated)
{
TurnOff();
}
else
{
TurnOn();
}
// Toggle always succeeds.
return true;
}
public void TurnOff()
{
if (!Activated)
{
return;
}
SetState(false);
Activated = false;
if (Owner.TryGetComponent(out SoundComponent soundComponent))
{
soundComponent.Play("/Audio/items/flashlight_toggle.ogg");
}
}
public void TurnOn()
{
if (Activated)
{
return;
}
var cell = Cell;
SoundComponent soundComponent;
if (cell == null)
{
if (Owner.TryGetComponent(out soundComponent))
{
soundComponent.Play("/Audio/machines/button.ogg");
}
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 (cell.AvailableCharge(1) < Wattage)
{
if (Owner.TryGetComponent(out soundComponent))
{
soundComponent.Play("/Audio/machines/button.ogg");
}
return;
}
Activated = true;
SetState(true);
if (Owner.TryGetComponent(out soundComponent))
{
soundComponent.Play("/Audio/items/flashlight_toggle.ogg");
}
}
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.TryDeductWattage(Wattage, frameTime)) TurnOff();
}
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;
}
if (Owner.TryGetComponent(out SoundComponent soundComponent))
{
soundComponent.Play("/Audio/items/weapons/pistol_magout.ogg");
}
}
[Verb]
public sealed class EjectCellVerb : Verb
{
protected override string GetText(IEntity user, HandheldLightComponent component)
{
return component.Cell == null ? "Eject cell (cell missing)" : "Eject cell";
}
protected override VerbVisibility GetVisibility(IEntity user, HandheldLightComponent component)
{
return component.Cell == null ? VerbVisibility.Disabled : VerbVisibility.Visible;
}
protected override void Activate(IEntity user, HandheldLightComponent component)
{
component.EjectCell(user);
}
}
void IMapInit.MapInit()
{
if (_cellContainer.ContainedEntity != null)
{
return;
}
var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallHyper");
_cellContainer.Insert(cell);
}
}
}