* 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>
70 lines
2.8 KiB
C#
70 lines
2.8 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Clothing.Components;
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using Content.Server.Light.EntitySystems;
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using Content.Server.PowerCell.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Behaviors.Item;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Light.Component;
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using Content.Shared.Popups;
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using Content.Shared.Rounding;
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using Content.Shared.Sound;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Analyzers;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Light.Components
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{
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/// <summary>
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/// Component that represents a powered handheld light source which can be toggled on and off.
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/// </summary>
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[RegisterComponent]
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[Friend(typeof(HandheldLightSystem))]
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public sealed class HandheldLightComponent : SharedHandheldLightComponent
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{
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[ViewVariables(VVAccess.ReadWrite)] [DataField("wattage")] public float Wattage { get; set; } = 3f;
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[ViewVariables] public PowerCellSlotComponent CellSlot = default!;
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public PowerCellComponent? Cell => CellSlot.Cell;
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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; set; }
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[ViewVariables] protected override bool HasCell => CellSlot.HasCell;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnSound")] public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Items/flashlight_on.ogg");
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnFailSound")] public SoundSpecifier TurnOnFailSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOffSound")] public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Items/flashlight_off.ogg");
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/// <summary>
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/// Client-side ItemStatus level
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/// </summary>
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public byte? LastLevel;
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}
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[UsedImplicitly]
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[DataDefinition]
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public class ToggleLightAction : IToggleItemAction
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{
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public bool DoToggleAction(ToggleItemActionEventArgs args)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<HandheldLightComponent?>(args.Item, out var lightComponent)) return false;
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if (lightComponent.Activated == args.ToggledOn) return false;
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return EntitySystem.Get<HandheldLightSystem>().ToggleStatus(args.Performer, lightComponent);
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}
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}
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}
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