using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using SS14.Server.GameObjects;
using SS14.Server.GameObjects.Components.Container;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Interactable
{
///
/// Component that represents a handheld lightsource which can be toggled on and off.
///
internal class HandheldLightComponent : Component, IUse, IExamine, IAttackby
{
public const float Wattage = 10;
[ViewVariables] private ContainerSlot _cellContainer;
private PointLightComponent _pointLight;
private SpriteComponent _spriteComponent;
[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(IEntity user, IEntity attackwith)
{
if (!attackwith.HasComponent()) return false;
if (Cell != null) return false;
user.GetComponent().Drop(attackwith, _cellContainer);
return _cellContainer.Insert(attackwith);
}
string IExamine.Examine()
{
if (Activated) return "The light is currently on.";
return null;
}
bool IUse.UseEntity(IEntity user)
{
return ToggleStatus();
}
public override void Initialize()
{
base.Initialize();
_pointLight = Owner.GetComponent();
_spriteComponent = Owner.GetComponent();
_cellContainer =
ContainerManagerComponent.Ensure("flashlight_cell_container", Owner, out var existed);
if (!existed)
{
var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallHyper");
_cellContainer.Insert(cell);
}
}
///
/// 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 the activation state.
Activated = !Activated;
// Update sprite and light states to match the activation.
if (Activated)
{
_spriteComponent.LayerSetState(0, "lantern_on");
_pointLight.State = LightState.On;
}
else
{
_spriteComponent.LayerSetState(0, "lantern_off");
_pointLight.State = LightState.Off;
}
// Toggle always succeeds.
return true;
}
public void TurnOff()
{
if (!Activated) return;
_spriteComponent.LayerSetState(0, "lantern_off");
_pointLight.State = LightState.Off;
Activated = false;
}
public void TurnOn()
{
if (Activated) return;
var cell = Cell;
if (cell == null) 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) return;
_spriteComponent.LayerSetState(0, "lantern_on");
_pointLight.State = LightState.On;
}
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)
|| !hands.PutInHand(cell.Owner.GetComponent()))
cell.Owner.Transform.GridPosition = user.Transform.GridPosition;
}
[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 bool IsDisabled(IEntity user, HandheldLightComponent component)
{
return component.Cell == null;
}
protected override void Activate(IEntity user, HandheldLightComponent component)
{
component.EjectCell(user);
}
}
}
}