161 lines
5.6 KiB
C#
161 lines
5.6 KiB
C#
using Content.Server.Light.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Examine;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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{
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private readonly HashSet<EmergencyLightComponent> _activeLights = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmergencyLightEvent>(HandleEmergencyLightMessage);
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SubscribeLocalEvent<EmergencyLightComponent, ComponentGetState>(GetCompState);
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SubscribeLocalEvent<EmergencyLightComponent, PointLightToggleEvent>(HandleLightToggle);
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SubscribeLocalEvent<EmergencyLightComponent, ExaminedEvent>(OnEmergencyExamine);
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SubscribeLocalEvent<EmergencyLightComponent, PowerChangedEvent>(OnEmergencyPower);
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}
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private void OnEmergencyPower(EntityUid uid, EmergencyLightComponent component, PowerChangedEvent args)
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{
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UpdateState(component);
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}
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private void OnEmergencyExamine(EntityUid uid, EmergencyLightComponent component, ExaminedEvent args)
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{
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args.PushMarkup(
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Loc.GetString("emergency-light-component-on-examine",
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("batteryStateText",
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Loc.GetString(component.BatteryStateText[component.State]))));
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}
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private void HandleLightToggle(EntityUid uid, EmergencyLightComponent component, PointLightToggleEvent args)
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{
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if (component.Enabled == args.Enabled) return;
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component.Enabled = args.Enabled;
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Dirty(component);
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}
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private void GetCompState(EntityUid uid, EmergencyLightComponent component, ref ComponentGetState args)
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{
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args.State = new EmergencyLightComponentState(component.Enabled);
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}
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private void HandleEmergencyLightMessage(EmergencyLightEvent @event)
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{
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switch (@event.State)
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{
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case EmergencyLightState.On:
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case EmergencyLightState.Charging:
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_activeLights.Add(@event.Component);
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break;
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case EmergencyLightState.Full:
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case EmergencyLightState.Empty:
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_activeLights.Remove(@event.Component);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public void SetState(EmergencyLightComponent component, EmergencyLightState state)
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{
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if (component.State == state) return;
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component.State = state;
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RaiseLocalEvent(component.Owner, new EmergencyLightEvent(component, state));
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}
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public override void Update(float frameTime)
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{
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foreach (var activeLight in _activeLights)
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{
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Update(activeLight, frameTime);
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}
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}
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private void Update(EmergencyLightComponent component, float frameTime)
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{
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if (!EntityManager.EntityExists(component.Owner) || !TryComp(component.Owner, out BatteryComponent? battery) || MetaData(component.Owner).EntityPaused)
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{
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return;
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}
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if (component.State == EmergencyLightState.On)
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{
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if (!battery.TryUseCharge(component.Wattage * frameTime))
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{
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SetState(component, EmergencyLightState.Empty);
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TurnOff(component);
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}
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}
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else
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{
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battery.CurrentCharge += component.ChargingWattage * frameTime * component.ChargingEfficiency;
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if (battery.IsFullyCharged)
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{
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if (TryComp(component.Owner, out ApcPowerReceiverComponent? receiver))
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{
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receiver.Load = 1;
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}
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SetState(component, EmergencyLightState.Full);
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}
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}
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}
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/// <summary>
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/// Updates the light's power drain, battery drain, sprite and actual light state.
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/// </summary>
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public void UpdateState(EmergencyLightComponent component)
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{
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if (!TryComp(component.Owner, out ApcPowerReceiverComponent? receiver))
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{
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return;
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}
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if (receiver.Powered)
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{
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receiver.Load = (int) Math.Abs(component.Wattage);
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TurnOff(component);
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SetState(component, EmergencyLightState.Charging);
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}
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else
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{
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TurnOn(component);
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SetState(component, EmergencyLightState.On);
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}
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}
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private void TurnOff(EmergencyLightComponent component)
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{
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if (TryComp(component.Owner, out PointLightComponent? light))
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{
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light.Enabled = false;
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}
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if (TryComp(component.Owner, out AppearanceComponent? appearance))
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appearance.SetData(EmergencyLightVisuals.On, false);
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}
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private void TurnOn(EmergencyLightComponent component)
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{
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if (TryComp(component.Owner, out PointLightComponent? light))
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{
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light.Enabled = true;
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}
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if (TryComp(component.Owner, out AppearanceComponent? appearance))
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appearance.SetData(EmergencyLightVisuals.On, true);
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}
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}
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}
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