Files
tbd-station-14/Content.Server/GameObjects/Components/Interactable/ExpendableLightComponent.cs
Acruid 9459400002 SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem.

* Update submodule

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-21 17:12:03 +01:00

220 lines
7.2 KiB
C#

using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Sound;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Interactable
{
/// <summary>
/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
/// </summary>
[RegisterComponent]
public class ExpendableLightComponent : SharedExpendableLightComponent, IUse
{
private static readonly AudioParams LoopedSoundParams = new(0, 1, "Master", 62.5f, 1, AudioMixTarget.Stereo, true, 0.3f);
/// <summary>
/// Status of light, whether or not it is emitting light.
/// </summary>
[ViewVariables]
public bool Activated => CurrentState == ExpendableLightState.Lit || CurrentState == ExpendableLightState.Fading;
[ViewVariables]
private float _stateExpiryTime = default;
private AppearanceComponent? _appearance = default;
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return TryActivate();
}
public override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "unlit";
}
CurrentState = ExpendableLightState.BrandNew;
Owner.EnsureComponent<PointLightComponent>();
Owner.TryGetComponent(out _appearance);
}
/// <summary>
/// Enables the light if it is not active. Once active it cannot be turned off.
/// </summary>
private bool TryActivate()
{
if (!Activated)
{
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "lit";
}
CurrentState = ExpendableLightState.Lit;
_stateExpiryTime = GlowDuration;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
return true;
}
return false;
}
private void UpdateVisualizer()
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
_appearance?.SetData(ExpendableLightVisuals.State, TurnOnBehaviourID);
break;
case ExpendableLightState.Fading:
_appearance?.SetData(ExpendableLightVisuals.State, FadeOutBehaviourID);
break;
case ExpendableLightState.Dead:
_appearance?.SetData(ExpendableLightVisuals.State, string.Empty);
break;
}
}
private void UpdateSpriteAndSounds(bool on)
{
if (Owner.TryGetComponent(out SpriteComponent? sprite))
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
if (LoopedSound != string.Empty && Owner.TryGetComponent<LoopingLoopingSoundComponent>(out var loopingSound))
{
loopingSound.Play(LoopedSound, LoopedSoundParams);
}
if (LitSound != string.Empty)
{
SoundSystem.Play(Filter.Pvs(Owner), LitSound, Owner);
}
if (IconStateLit != string.Empty)
{
sprite.LayerSetState(2, IconStateLit);
sprite.LayerSetShader(2, "shaded");
}
sprite.LayerSetVisible(1, true);
break;
case ExpendableLightState.Fading:
break;
default:
case ExpendableLightState.Dead:
if (DieSound != string.Empty)
{
SoundSystem.Play(Filter.Pvs(Owner), DieSound, Owner);
}
if (LoopedSound != string.Empty && Owner.TryGetComponent<LoopingLoopingSoundComponent>(out var loopSound))
{
loopSound.StopAllSounds();
}
sprite.LayerSetState(0, IconStateSpent);
sprite.LayerSetShader(0, "shaded");
sprite.LayerSetVisible(1, false);
break;
}
}
if (Owner.TryGetComponent(out ClothingComponent? clothing))
{
clothing.ClothingEquippedPrefix = on ? "Activated" : string.Empty;
}
}
public void Update(float frameTime)
{
if (!Activated) return;
_stateExpiryTime -= frameTime;
if (_stateExpiryTime <= 0f)
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
CurrentState = ExpendableLightState.Fading;
_stateExpiryTime = FadeOutDuration;
UpdateVisualizer();
break;
default:
case ExpendableLightState.Fading:
CurrentState = ExpendableLightState.Dead;
Owner.Name = SpentName;
Owner.Description = SpentDesc;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "unlit";
}
break;
}
}
}
[Verb]
public sealed class ActivateVerb : Verb<ExpendableLightComponent>
{
protected override void GetData(IEntity user, ExpendableLightComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (component.CurrentState == ExpendableLightState.BrandNew)
{
data.Text = "Activate";
data.Visibility = VerbVisibility.Visible;
}
else
{
data.Visibility = VerbVisibility.Invisible;
}
}
protected override void Activate(IEntity user, ExpendableLightComponent component)
{
component.TryActivate();
}
}
}
}