Files
tbd-station-14/Content.Server/Light/EntitySystems/EmergencyLightSystem.cs
Kara 0ae3858b69 Examine prediction (#23565)
* Initial prediction

* new group handling

* groups for all examines that use multiple rn

* compile

* why was it doing this??

* handle newlines with sorting properly
2024-01-06 17:53:13 +11:00

202 lines
7.3 KiB
C#

using Content.Server.AlertLevel;
using Content.Server.Audio;
using Content.Server.Light.Components;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.Examine;
using Content.Shared.Light;
using Content.Shared.Light.Components;
using Robust.Server.GameObjects;
using Color = Robust.Shared.Maths.Color;
namespace Content.Server.Light.EntitySystems;
public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
{
[Dependency] private readonly AmbientSoundSystem _ambient = default!;
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly PointLightSystem _pointLight = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly StationSystem _station = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmergencyLightComponent, EmergencyLightEvent>(OnEmergencyLightEvent);
SubscribeLocalEvent<AlertLevelChangedEvent>(OnAlertLevelChanged);
SubscribeLocalEvent<EmergencyLightComponent, ExaminedEvent>(OnEmergencyExamine);
SubscribeLocalEvent<EmergencyLightComponent, PowerChangedEvent>(OnEmergencyPower);
}
private void OnEmergencyPower(EntityUid uid, EmergencyLightComponent component, ref PowerChangedEvent args)
{
var meta = MetaData(uid);
// TODO: PowerChangedEvent shouldn't be issued for paused ents but this is the world we live in.
if (meta.EntityLifeStage >= EntityLifeStage.Terminating ||
meta.EntityPaused)
{
return;
}
UpdateState(uid, component);
}
private void OnEmergencyExamine(EntityUid uid, EmergencyLightComponent component, ExaminedEvent args)
{
using (args.PushGroup(nameof(EmergencyLightComponent)))
{
args.PushMarkup(
Loc.GetString("emergency-light-component-on-examine",
("batteryStateText",
Loc.GetString(component.BatteryStateText[component.State]))));
// Show alert level on the light itself.
if (!TryComp<AlertLevelComponent>(_station.GetOwningStation(uid), out var alerts))
return;
if (alerts.AlertLevels == null)
return;
var name = alerts.CurrentLevel;
var color = Color.White;
if (alerts.AlertLevels.Levels.TryGetValue(alerts.CurrentLevel, out var details))
color = details.Color;
args.PushMarkup(
Loc.GetString("emergency-light-component-on-examine-alert",
("color", color.ToHex()),
("level", name)));
}
}
private void OnEmergencyLightEvent(EntityUid uid, EmergencyLightComponent component, EmergencyLightEvent args)
{
switch (args.State)
{
case EmergencyLightState.On:
case EmergencyLightState.Charging:
EnsureComp<ActiveEmergencyLightComponent>(uid);
break;
case EmergencyLightState.Full:
case EmergencyLightState.Empty:
RemComp<ActiveEmergencyLightComponent>(uid);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void OnAlertLevelChanged(AlertLevelChangedEvent ev)
{
if (!TryComp<AlertLevelComponent>(ev.Station, out var alert))
return;
if (alert.AlertLevels == null || !alert.AlertLevels.Levels.TryGetValue(ev.AlertLevel, out var details))
return;
var query = EntityQueryEnumerator<EmergencyLightComponent, PointLightComponent, AppearanceComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var light, out var pointLight, out var appearance, out var xform))
{
if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != ev.Station)
continue;
_pointLight.SetColor(uid, details.EmergencyLightColor, pointLight);
_appearance.SetData(uid, EmergencyLightVisuals.Color, details.EmergencyLightColor, appearance);
if (details.ForceEnableEmergencyLights && !light.ForciblyEnabled)
{
light.ForciblyEnabled = true;
TurnOn(uid, light);
}
else if (!details.ForceEnableEmergencyLights && light.ForciblyEnabled)
{
// Previously forcibly enabled, and we went down an alert level.
light.ForciblyEnabled = false;
UpdateState(uid, light);
}
}
}
public void SetState(EntityUid uid, EmergencyLightComponent component, EmergencyLightState state)
{
if (component.State == state) return;
component.State = state;
RaiseLocalEvent(uid, new EmergencyLightEvent(state));
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<ActiveEmergencyLightComponent, EmergencyLightComponent, BatteryComponent>();
while (query.MoveNext(out var uid, out _, out var emergencyLight, out var battery))
{
Update(uid, emergencyLight, battery, frameTime);
}
}
private void Update(EntityUid uid, EmergencyLightComponent component, BatteryComponent battery, float frameTime)
{
if (component.State == EmergencyLightState.On)
{
if (!_battery.TryUseCharge(uid, component.Wattage * frameTime, battery))
{
SetState(uid, component, EmergencyLightState.Empty);
TurnOff(uid, component);
}
}
else
{
battery.CurrentCharge += component.ChargingWattage * frameTime * component.ChargingEfficiency;
if (battery.IsFullyCharged)
{
if (TryComp<ApcPowerReceiverComponent>(uid, out var receiver))
{
receiver.Load = 1;
}
SetState(uid, component, EmergencyLightState.Full);
}
}
}
/// <summary>
/// Updates the light's power drain, battery drain, sprite and actual light state.
/// </summary>
public void UpdateState(EntityUid uid, EmergencyLightComponent component)
{
if (!TryComp<ApcPowerReceiverComponent>(uid, out var receiver))
return;
if (receiver.Powered && !component.ForciblyEnabled)
{
receiver.Load = (int) Math.Abs(component.Wattage);
TurnOff(uid, component);
SetState(uid, component, EmergencyLightState.Charging);
}
else
{
TurnOn(uid, component);
SetState(uid, component, EmergencyLightState.On);
}
}
private void TurnOff(EntityUid uid, EmergencyLightComponent component)
{
_pointLight.SetEnabled(uid, false);
_appearance.SetData(uid, EmergencyLightVisuals.On, false);
_ambient.SetAmbience(uid, false);
}
private void TurnOn(EntityUid uid, EmergencyLightComponent component)
{
_pointLight.SetEnabled(uid, true);
_appearance.SetData(uid, EmergencyLightVisuals.On, true);
_ambient.SetAmbience(uid, true);
}
}