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