Files
tbd-station-14/Content.Server/Light/Components/ExpendableLightComponent.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

177 lines
5.7 KiB
C#

using Content.Server.Clothing.Components;
using Content.Shared.Interaction;
using Content.Shared.Item;
using Content.Shared.Light.Component;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.ViewVariables;
namespace Content.Server.Light.Components
{
/// <summary>
/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
/// </summary>
[RegisterComponent]
public class ExpendableLightComponent : SharedExpendableLightComponent, IUse
{
[Dependency] private readonly IEntityManager _entMan = default!;
/// <summary>
/// Status of light, whether or not it is emitting light.
/// </summary>
[ViewVariables]
public bool Activated => CurrentState == ExpendableLightState.Lit || CurrentState == ExpendableLightState.Fading;
[ViewVariables]
private float _stateExpiryTime = default;
private AppearanceComponent? _appearance = default;
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return TryActivate();
}
protected override void Initialize()
{
base.Initialize();
if (_entMan.TryGetComponent<SharedItemComponent?>(Owner, out var item))
{
item.EquippedPrefix = "unlit";
}
CurrentState = ExpendableLightState.BrandNew;
Owner.EnsureComponent<PointLightComponent>();
_entMan.TryGetComponent(Owner, out _appearance);
}
/// <summary>
/// Enables the light if it is not active. Once active it cannot be turned off.
/// </summary>
public bool TryActivate()
{
if (!Activated && CurrentState == ExpendableLightState.BrandNew)
{
if (_entMan.TryGetComponent<SharedItemComponent?>(Owner, out var item))
{
item.EquippedPrefix = "lit";
}
CurrentState = ExpendableLightState.Lit;
_stateExpiryTime = GlowDuration;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
return true;
}
return false;
}
private void UpdateVisualizer()
{
_appearance?.SetData(ExpendableLightVisuals.State, CurrentState);
switch (CurrentState)
{
case ExpendableLightState.Lit:
_appearance?.SetData(ExpendableLightVisuals.Behavior, TurnOnBehaviourID);
break;
case ExpendableLightState.Fading:
_appearance?.SetData(ExpendableLightVisuals.Behavior, FadeOutBehaviourID);
break;
case ExpendableLightState.Dead:
_appearance?.SetData(ExpendableLightVisuals.Behavior, string.Empty);
break;
}
}
private void UpdateSpriteAndSounds(bool on)
{
if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite))
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
{
SoundSystem.Play(Filter.Pvs(Owner), LitSound.GetSound(), Owner);
if (IconStateLit != string.Empty)
{
sprite.LayerSetState(2, IconStateLit);
sprite.LayerSetShader(2, "shaded");
}
sprite.LayerSetVisible(1, true);
break;
}
case ExpendableLightState.Fading:
{
break;
}
default:
case ExpendableLightState.Dead:
{
if (DieSound != null) SoundSystem.Play(Filter.Pvs(Owner), DieSound.GetSound(), Owner);
sprite.LayerSetState(0, IconStateSpent);
sprite.LayerSetShader(0, "shaded");
sprite.LayerSetVisible(1, false);
break;
}
}
}
if (_entMan.TryGetComponent(Owner, out ClothingComponent? clothing))
{
clothing.EquippedPrefix = on ? "Activated" : string.Empty;
}
}
public void Update(float frameTime)
{
if (!Activated) return;
_stateExpiryTime -= frameTime;
if (_stateExpiryTime <= 0f)
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
CurrentState = ExpendableLightState.Fading;
_stateExpiryTime = FadeOutDuration;
UpdateVisualizer();
break;
default:
case ExpendableLightState.Fading:
CurrentState = ExpendableLightState.Dead;
_entMan.GetComponent<MetaDataComponent>(Owner).EntityName = SpentName;
_entMan.GetComponent<MetaDataComponent>(Owner).EntityDescription = SpentDesc;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
if (_entMan.TryGetComponent<SharedItemComponent?>(Owner, out var item))
{
item.EquippedPrefix = "unlit";
}
break;
}
}
}
}
}