Files
tbd-station-14/Content.Server/Light/EntitySystems/HandheldLightSystem.cs
2022-02-10 13:30:59 +11:00

268 lines
10 KiB
C#

using System.Collections.Generic;
using Content.Server.Clothing.Components;
using Content.Server.Light.Components;
using Content.Server.Popups;
using Content.Server.PowerCell;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Item;
using Content.Shared.Light.Component;
using Content.Shared.Rounding;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Light.EntitySystems
{
[UsedImplicitly]
public sealed class HandheldLightSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
// But for now this will be better anyway.
private readonly HashSet<HandheldLightComponent> _activeLights = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandheldLightComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<HandheldLightComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<HandheldLightComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<HandheldLightComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<HandheldLightComponent, GetVerbsEvent<ActivationVerb>>(AddToggleLightVerb);
SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
}
private void OnGetState(EntityUid uid, HandheldLightComponent component, ref ComponentGetState args)
{
args.State = new SharedHandheldLightComponent.HandheldLightComponentState(GetLevel(component));
}
private byte? GetLevel(HandheldLightComponent component)
{
// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
// Thus we'll just check if the level changes.
if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
return null;
if (MathHelper.CloseToPercent(battery.CurrentCharge, 0) || component.Wattage > battery.CurrentCharge)
return 0;
return (byte?) ContentHelpers.RoundToNearestLevels(battery.CurrentCharge / battery.MaxCharge * 255, 255, SharedHandheldLightComponent.StatusLevels);
}
private void OnInit(EntityUid uid, HandheldLightComponent component, ComponentInit args)
{
EntityManager.EnsureComponent<PointLightComponent>(uid);
// Want to make sure client has latest data on level so battery displays properly.
component.Dirty(EntityManager);
}
private void OnRemove(EntityUid uid, HandheldLightComponent component, ComponentRemove args)
{
_activeLights.Remove(component);
}
private void OnActivate(EntityUid uid, HandheldLightComponent component, ActivateInWorldEvent args)
{
if (args.Handled) return;
if (ToggleStatus(args.User, component))
args.Handled = true;
}
/// <summary>
/// Illuminates the light if it is not active, extinguishes it if it is active.
/// </summary>
/// <returns>True if the light's status was toggled, false otherwise.</returns>
public bool ToggleStatus(EntityUid user, HandheldLightComponent component)
{
if (!_blocker.CanUse(user)) return false;
return component.Activated ? TurnOff(component) : TurnOn(user, component);
}
private void OnExamine(EntityUid uid, HandheldLightComponent component, ExaminedEvent args)
{
args.PushMarkup(component.Activated
? Loc.GetString("handheld-light-component-on-examine-is-on-message")
: Loc.GetString("handheld-light-component-on-examine-is-off-message"));
}
public override void Shutdown()
{
base.Shutdown();
_activeLights.Clear();
}
public override void Update(float frameTime)
{
var toRemove = new RemQueue<HandheldLightComponent>();
foreach (var handheld in _activeLights)
{
if (handheld.Deleted)
{
toRemove.Add(handheld);
continue;
}
if (Paused(handheld.Owner)) continue;
TryUpdate(handheld, frameTime);
}
foreach (var light in toRemove)
{
_activeLights.Remove(light);
}
}
private void AddToggleLightVerb(EntityUid uid, HandheldLightComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract) return;
ActivationVerb verb = new()
{
Text = Loc.GetString("verb-common-toggle-light"),
IconTexture = "/Textures/Interface/VerbIcons/light.svg.192dpi.png",
Act = component.Activated
? () => TurnOff(component)
: () => TurnOn(args.User, component)
};
args.Verbs.Add(verb);
}
public bool TurnOff(HandheldLightComponent component, bool makeNoise = true)
{
if (!component.Activated) return false;
SetState(component, false);
component.Activated = false;
UpdateLightAction(component);
_activeLights.Remove(component);
component.LastLevel = null;
component.Dirty(EntityManager);
if (makeNoise)
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOffSound.GetSound(), component.Owner);
return true;
}
public bool TurnOn(EntityUid user, HandheldLightComponent component)
{
if (component.Activated) return false;
if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), component.Owner, Filter.Entities(user));
UpdateLightAction(component);
return false;
}
// 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 (component.Wattage > battery.CurrentCharge)
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), component.Owner, Filter.Entities(user));
UpdateLightAction(component);
return false;
}
component.Activated = true;
UpdateLightAction(component);
SetState(component, true);
_activeLights.Add(component);
component.LastLevel = GetLevel(component);
component.Dirty(EntityManager);
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnSound.GetSound(), component.Owner);
return true;
}
private void SetState(HandheldLightComponent component, bool on)
{
// TODO: Oh dear
if (EntityManager.TryGetComponent(component.Owner, out SpriteComponent? sprite))
{
sprite.LayerSetVisible(1, on);
}
if (EntityManager.TryGetComponent(component.Owner, out PointLightComponent? light))
{
light.Enabled = on;
}
if (EntityManager.TryGetComponent(component.Owner, out SharedItemComponent? item))
{
item.EquippedPrefix = on ? "on" : "off";
}
}
private void UpdateLightAction(HandheldLightComponent component)
{
if (!EntityManager.TryGetComponent(component.Owner, out ItemActionsComponent? actions)) return;
actions.Toggle(ItemActionType.ToggleLight, component.Activated);
}
public void TryUpdate(HandheldLightComponent component, float frameTime)
{
if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
{
TurnOff(component, false);
return;
}
var appearanceComponent = EntityManager.GetComponent<AppearanceComponent>(component.Owner);
var fraction = battery.CurrentCharge / battery.MaxCharge;
if (fraction >= 0.30)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
}
else if (fraction >= 0.10)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
}
else
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
}
if (component.Activated && !battery.TryUseCharge(component.Wattage * frameTime))
TurnOff(component, false);
var level = GetLevel(component);
if (level != component.LastLevel)
{
component.LastLevel = level;
component.Dirty(EntityManager);
}
}
}
}