using System; using Content.Server.Administration.Logs; using Content.Server.DeviceNetwork; using Content.Server.DeviceNetwork.Systems; using Content.Server.Ghost; using Content.Server.Light.Components; using Content.Server.MachineLinking.Events; using Content.Server.MachineLinking.Components; using Content.Server.Power.Components; using Content.Server.Temperature.Components; using Content.Shared.Audio; using Content.Shared.Damage; using Content.Shared.Database; using Content.Shared.Hands.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Interaction; using Content.Shared.Light; using Content.Shared.Popups; using Robust.Server.GameObjects; using Robust.Shared.Audio; using Robust.Shared.Containers; using Robust.Shared.Player; using Robust.Shared.Timing; namespace Content.Server.Light.EntitySystems { /// /// System for the PoweredLightComponens /// public sealed class PoweredLightSystem : EntitySystem { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly SharedAmbientSoundSystem _ambientSystem = default!; [Dependency] private readonly LightBulbSystem _bulbSystem = default!; [Dependency] private readonly SharedPopupSystem _popupSystem = default!; [Dependency] private readonly AdminLogSystem _logSystem = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!; private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInit); SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(OnInteractUsing); SubscribeLocalEvent(OnInteractHand); SubscribeLocalEvent(OnGhostBoo); SubscribeLocalEvent(HandleLightDamaged); SubscribeLocalEvent(OnSignalReceived); SubscribeLocalEvent(OnPacketReceived); SubscribeLocalEvent(OnPowerChanged); } private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args) { light.LightBulbContainer = light.Owner.EnsureContainer("light_bulb"); var receiver = EnsureComp(uid); foreach (string port in new[] { "On", "Off", "Toggle" }) if (!receiver.Inputs.ContainsKey(port)) receiver.AddPort(port); } private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args) { if (light.HasLampOnSpawn != null) { var entity = EntityManager.SpawnEntity(light.HasLampOnSpawn, EntityManager.GetComponent(light.Owner).Coordinates); light.LightBulbContainer.Insert(entity); } // need this to update visualizers UpdateLight(uid, light); } private void OnInteractUsing(EntityUid uid, PoweredLightComponent component, InteractUsingEvent args) { if (args.Handled) return; args.Handled = InsertBulb(uid, args.Used, component); } private void OnInteractHand(EntityUid uid, PoweredLightComponent light, InteractHandEvent args) { if (args.Handled) return; // check if light has bulb to eject var bulbUid = GetBulb(uid, light); if (bulbUid == null) return; // check if it's possible to apply burn damage to user var userUid = args.User; if (EntityManager.TryGetComponent(userUid, out HeatResistanceComponent? heatResist) && EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb)) { // get users heat resistance var res = heatResist.GetHeatResistance(); // check heat resistance against user var burnedHand = light.CurrentLit && res < lightBulb.BurningTemperature; if (burnedHand) { // apply damage to users hands and show message with sound var burnMsg = Loc.GetString("powered-light-component-burn-hand"); _popupSystem.PopupEntity(burnMsg, uid, Filter.Entities(userUid)); var damage = _damageableSystem.TryChangeDamage(userUid, light.Damage); if (damage != null) _logSystem.Add(LogType.Damaged, $"{ToPrettyString(args.User):user} burned their hand on {ToPrettyString(args.Target):target} and received {damage.Total:damage} damage"); SoundSystem.Play(Filter.Pvs(uid), light.BurnHandSound.GetSound(), uid); args.Handled = true; return; } } // all checks passed // just try to eject bulb args.Handled = EjectBulb(uid, userUid, light) != null; } #region Bulb Logic API /// /// Inserts the bulb if possible. /// /// True if it could insert it, false if it couldn't. public bool InsertBulb(EntityUid uid, EntityUid bulbUid, PoweredLightComponent? light = null) { if (!Resolve(uid, ref light)) return false; // check if light already has bulb if (GetBulb(uid, light) != null) return false; // check if bulb fits if (!EntityManager.TryGetComponent(bulbUid, out LightBulbComponent? lightBulb)) return false; if (lightBulb.Type != light.BulbType) return false; // try to insert bulb in container if (!light.LightBulbContainer.Insert(bulbUid)) return false; UpdateLight(uid, light); return true; } /// /// Ejects the bulb to a mob's hand if possible. /// /// Bulb uid if it was successfully ejected, null otherwise public EntityUid? EjectBulb(EntityUid uid, EntityUid? userUid = null, PoweredLightComponent? light = null) { if (!Resolve(uid, ref light)) return null; // check if light has bulb if (GetBulb(uid, light) is not { Valid: true } bulb) return null; // try to remove bulb from container if (!light.LightBulbContainer.Remove(bulb)) return null; // try to place bulb in hands _handsSystem.PickupOrDrop(userUid, bulb); UpdateLight(uid, light); return bulb; } /// /// Try to replace current bulb with a new one /// If succeed old bulb just drops on floor /// public bool ReplaceBulb(EntityUid uid, EntityUid bulb, PoweredLightComponent? light = null) { EjectBulb(uid, null, light); return InsertBulb(uid, bulb, light); } /// /// Try to get light bulb inserted in powered light /// /// Bulb uid if it exist, null otherwise public EntityUid? GetBulb(EntityUid uid, PoweredLightComponent? light = null) { if (!Resolve(uid, ref light)) return null; return light.LightBulbContainer.ContainedEntity; } /// /// Try to break bulb inside light fixture /// public void TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null) { // check bulb state var bulbUid = GetBulb(uid, light); if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb)) return; if (lightBulb.State == LightBulbState.Broken) return; // break it _bulbSystem.SetState(bulbUid.Value, LightBulbState.Broken, lightBulb); _bulbSystem.PlayBreakSound(bulbUid.Value, lightBulb); UpdateLight(uid, light); } #endregion private void UpdateLight(EntityUid uid, PoweredLightComponent? light = null, ApcPowerReceiverComponent? powerReceiver = null, AppearanceComponent? appearance = null) { if (!Resolve(uid, ref light, ref powerReceiver)) return; // Optional component. Resolve(uid, ref appearance, false); // check if light has bulb var bulbUid = GetBulb(uid, light); if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb)) { SetLight(uid, false, light: light); powerReceiver.Load = 0; appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Empty); return; } else { powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0; switch (lightBulb.State) { case LightBulbState.Normal: if (powerReceiver.Powered && light.On) { SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness); appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.On); var time = _gameTiming.CurTime; if (time > light.LastThunk + ThunkDelay) { light.LastThunk = time; SoundSystem.Play(Filter.Pvs(uid), light.TurnOnSound.GetSound(), uid, AudioParams.Default.WithVolume(-10f)); } } else { SetLight(uid, false, light: light); appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Off); } break; case LightBulbState.Broken: SetLight(uid, false, light: light); appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Broken); break; case LightBulbState.Burned: SetLight(uid, false, light: light); appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Burned); break; } } } /// /// Destroy the light bulb if the light took any damage. /// public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args) { // Was it being repaired, or did it take damage? if (args.DamageIncreased) { // Eventually, this logic should all be done by this (or some other) system, not a component. TryDestroyBulb(uid, component); } } private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args) { if (light.IgnoreGhostsBoo) return; // check cooldown first to prevent abuse var time = _gameTiming.CurTime; if (light.LastGhostBlink != null) { if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown) return; } light.LastGhostBlink = time; ToggleBlinkingLight(light, true); light.Owner.SpawnTimer(light.GhostBlinkingTime, () => { ToggleBlinkingLight(light, false); }); args.Handled = true; } private void OnPowerChanged(EntityUid uid, PoweredLightComponent component, PowerChangedEvent args) { UpdateLight(uid, component); } public void ToggleBlinkingLight(PoweredLightComponent light, bool isNowBlinking) { if (light.IsBlinking == isNowBlinking) return; light.IsBlinking = isNowBlinking; if (!EntityManager.TryGetComponent(light.Owner, out AppearanceComponent? appearance)) return; appearance.SetData(PoweredLightVisuals.Blinking, isNowBlinking); } private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, SignalReceivedEvent args) { switch (args.Port) { case "On": SetState(uid, true, component); break; case "Off": SetState(uid, false, component); break; case "Toggle": ToggleLight(uid, component); break; } } /// /// Turns the light on or of when receiving a command. /// The light is turned on or of according to the value /// private void OnPacketReceived(EntityUid uid, PoweredLightComponent component, PacketSentEvent args) { if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command) || command != DeviceNetworkConstants.CmdSetState) return; if (!args.Data.TryGetValue(DeviceNetworkConstants.StateEnabled, out bool enabled)) return; SetState(uid, enabled, component); } private void SetLight(EntityUid uid, bool value, Color? color = null, PoweredLightComponent? light = null, float? radius = null, float? energy = null, float? softness = null) { if (!Resolve(uid, ref light)) return; light.CurrentLit = value; _ambientSystem.SetAmbience(uid, value); if (EntityManager.TryGetComponent(uid, out PointLightComponent? pointLight)) { pointLight.Enabled = value; if (color != null) pointLight.Color = color.Value; if (radius != null) pointLight.Radius = (float) radius; if (energy != null) pointLight.Energy = (float) energy; if (softness != null) pointLight.Softness = (float) softness; } } public void ToggleLight(EntityUid uid, PoweredLightComponent? light = null) { if (!Resolve(uid, ref light)) return; light.On = !light.On; UpdateLight(uid, light); } public void SetState(EntityUid uid, bool state, PoweredLightComponent? light = null) { if (!Resolve(uid, ref light)) return; light.On = state; UpdateLight(uid, light); } } }