* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
245 lines
8.4 KiB
C#
245 lines
8.4 KiB
C#
using System;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power
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{
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/// <summary>
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/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
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/// </summary>
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[RegisterComponent]
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public class PoweredLightComponent : Component, IInteractHand, IInteractUsing
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{
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public override string Name => "PoweredLight";
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private static readonly TimeSpan _thunkDelay = TimeSpan.FromSeconds(2);
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private TimeSpan _lastThunk;
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private LightBulbType BulbType = LightBulbType.Tube;
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[ViewVariables] private ContainerSlot _lightBulbContainer;
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[ViewVariables]
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private LightBulbComponent LightBulb
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{
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get
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{
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if (_lightBulbContainer.ContainedEntity == null) return null;
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_lightBulbContainer.ContainedEntity.TryGetComponent(out LightBulbComponent bulb);
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return bulb;
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case BeginDeconstructCompMsg msg:
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if (!msg.BlockDeconstruct && !(_lightBulbContainer.ContainedEntity is null))
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{
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var notifyManager = IoCManager.Resolve<IServerNotifyManager>();
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notifyManager.PopupMessage(Owner, msg.User, "Remove the bulb.");
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msg.BlockDeconstruct = true;
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}
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break;
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}
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}
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public bool InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return InsertBulb(eventArgs.Using);
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}
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public bool InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out DamageableComponent damageableComponent))
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{
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Eject();
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return false;
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}
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if(eventArgs.User.TryGetComponent(out HeatResistanceComponent heatResistanceComponent))
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{
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if(CanBurn(heatResistanceComponent.GetHeatResistance()))
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{
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Burn();
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return true;
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}
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}
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Eject();
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return true;
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bool CanBurn(int heatResistance)
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{
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return _lightState && heatResistance < LightBulb.BurningTemperature;
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}
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void Burn()
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{
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damageableComponent.TakeDamage(DamageType.Heat, 20, Owner);
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var audioSystem = EntitySystem.Get<AudioSystem>();
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audioSystem.PlayFromEntity("/Audio/Effects/lightburn.ogg", Owner);
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}
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void Eject()
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{
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EjectBulb(eventArgs.User);
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UpdateLight();
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}
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}
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/// <summary>
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/// Inserts the bulb if possible.
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/// </summary>
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/// <returns>True if it could insert it, false if it couldn't.</returns>
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private bool InsertBulb(IEntity bulb)
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{
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if (LightBulb != null) return false;
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if (!bulb.TryGetComponent(out LightBulbComponent lightBulb)) return false;
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if (lightBulb.Type != BulbType) return false;
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var inserted = _lightBulbContainer.Insert(bulb);
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lightBulb.OnLightBulbStateChange += UpdateLight;
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lightBulb.OnLightColorChange += UpdateLight;
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UpdateLight();
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return inserted;
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}
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/// <summary>
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/// Ejects the bulb to a mob's hand if possible.
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/// </summary>
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private void EjectBulb(IEntity user)
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{
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if (LightBulb == null) return;
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var bulb = LightBulb;
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bulb.OnLightBulbStateChange -= UpdateLight;
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bulb.OnLightColorChange -= UpdateLight;
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if (!_lightBulbContainer.Remove(bulb.Owner)) return;
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if (!user.TryGetComponent(out HandsComponent hands)
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|| !hands.PutInHand(bulb.Owner.GetComponent<ItemComponent>()))
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bulb.Owner.Transform.GridPosition = user.Transform.GridPosition;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref BulbType, "bulb", LightBulbType.Tube);
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}
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/// <summary>
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/// For attaching UpdateLight() to events.
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/// </summary>
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public void UpdateLight(object sender, EventArgs e)
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{
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UpdateLight();
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}
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private bool _lightState => Owner.GetComponent<PointLightComponent>().Enabled;
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/// <summary>
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/// Updates the light's power drain, sprite and actual light state.
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/// </summary>
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public void UpdateLight()
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{
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var powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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var sprite = Owner.GetComponent<SpriteComponent>();
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var light = Owner.GetComponent<PointLightComponent>();
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if (LightBulb == null) // No light bulb.
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{
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powerReceiver.Load = 0;
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sprite.LayerSetState(0, "empty");
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light.Enabled = false;
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return;
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}
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switch (LightBulb.State)
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{
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case LightBulbState.Normal:
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powerReceiver.Load = LightBulb.PowerUse;
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if (powerReceiver.Powered)
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{
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sprite.LayerSetState(0, "on");
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light.Enabled = true;
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light.Color = LightBulb.Color;
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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if (time > _lastThunk + _thunkDelay)
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{
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_lastThunk = time;
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/light_tube_on.ogg", Owner, AudioParams.Default.WithVolume(-10f));
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}
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}
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else
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{
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sprite.LayerSetState(0, "off");
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light.Enabled = false;
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}
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break;
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case LightBulbState.Broken:
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powerReceiver.Load = 0;
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sprite.LayerSetState(0, "broken");
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light.Enabled = false;
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break;
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case LightBulbState.Burned:
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powerReceiver.Load = 0;
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sprite.LayerSetState(0, "burned");
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light.Enabled = false;
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break;
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.GetComponent<PowerReceiverComponent>().OnPowerStateChanged += UpdateLight;
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_lightBulbContainer = ContainerManagerComponent.Ensure<ContainerSlot>("light_bulb", Owner, out var existed);
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if (!existed) // Insert a light tube if there wasn't any.
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{
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switch (BulbType)
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{
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case LightBulbType.Tube:
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_lightBulbContainer.Insert(Owner.EntityManager.SpawnEntity("LightTube", Owner.Transform.GridPosition));
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break;
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case LightBulbType.Bulb:
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_lightBulbContainer.Insert(Owner.EntityManager.SpawnEntity("LightBulb", Owner.Transform.GridPosition));
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break;
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}
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}
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}
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public override void OnRemove()
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{
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Owner.GetComponent<PowerReceiverComponent>().OnPowerStateChanged -= UpdateLight;
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base.OnRemove();
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}
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}
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}
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