153 lines
4.2 KiB
C#
153 lines
4.2 KiB
C#
using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Power;
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.Components.Container;
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using SS14.Shared.Enums;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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{
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/// <summary>
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/// Component that represents a handheld lightsource which can be toggled on and off.
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/// </summary>
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class HandheldLightComponent : Component, IUse, IExamine
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{
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private PointLightComponent _pointLight;
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private SpriteComponent _spriteComponent;
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[ViewVariables] private ContainerSlot _cellContainer;
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private PowerCellComponent Cell
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{
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get
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{
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if (_cellContainer.ContainedEntity == null)
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{
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return null;
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}
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_cellContainer.ContainedEntity.TryGetComponent(out PowerCellComponent cell);
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return cell;
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}
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}
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public override string Name => "HandheldLight";
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/// <summary>
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/// Status of light, whether or not it is emitting light.
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/// </summary>
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[ViewVariables]
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public bool Activated { get; private set; } = false;
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public const float Wattage = 10;
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public override void Initialize()
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{
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base.Initialize();
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_pointLight = Owner.GetComponent<PointLightComponent>();
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_spriteComponent = Owner.GetComponent<SpriteComponent>();
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_cellContainer =
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ContainerManagerComponent.Ensure<ContainerSlot>("flashlight_cell_container", Owner, out var existed);
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if (!existed)
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{
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var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallHyper");
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_cellContainer.Insert(cell);
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}
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}
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bool IUse.UseEntity(IEntity user)
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{
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return ToggleStatus();
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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()
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{
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// Update the activation state.
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Activated = !Activated;
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// Update sprite and light states to match the activation.
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if (Activated)
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{
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_spriteComponent.LayerSetState(0, "lantern_on");
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_pointLight.State = LightState.On;
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}
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else
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{
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_spriteComponent.LayerSetState(0, "lantern_off");
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_pointLight.State = LightState.Off;
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}
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// Toggle always succeeds.
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return true;
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}
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public void TurnOff()
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{
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if (!Activated)
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{
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return;
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}
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_spriteComponent.LayerSetState(0, "lantern_off");
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_pointLight.State = LightState.Off;
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Activated = false;
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}
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public void TurnOn()
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{
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if (Activated)
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{
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return;
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}
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var cell = Cell;
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if (cell == null)
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{
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return;
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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 (cell.AvailableCharge(1) < Wattage)
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{
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return;
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}
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_spriteComponent.LayerSetState(0, "lantern_on");
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_pointLight.State = LightState.On;
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}
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string IExamine.Examine()
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{
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if (Activated)
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{
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return "The light is currently on.";
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}
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return null;
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}
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public void OnUpdate(float frameTime)
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{
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if (!Activated)
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{
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return;
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}
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var cell = Cell;
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if (cell == null || !cell.TryDeductWattage(Wattage, frameTime))
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{
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TurnOff();
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}
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}
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}
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}
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