Files
tbd-station-14/Content.Server/Light/EntitySystems/HandheldLightSystem.cs
2022-08-13 22:28:34 -07:00

269 lines
9.9 KiB
C#

using Content.Server.Actions;
using Content.Server.Popups;
using Content.Server.PowerCell;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Light;
using Content.Shared.Rounding;
using Content.Shared.Toggleable;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Light.EntitySystems
{
[UsedImplicitly]
public sealed class HandheldLightSystem : SharedHandheldLightSystem
{
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
// But for now this will be better anyway.
private readonly HashSet<HandheldLightComponent> _activeLights = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandheldLightComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<HandheldLightComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<HandheldLightComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<HandheldLightComponent, GetVerbsEvent<ActivationVerb>>(AddToggleLightVerb);
SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<HandheldLightComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<HandheldLightComponent, ToggleActionEvent>(OnToggleAction);
SubscribeLocalEvent<HandheldLightComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<HandheldLightComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
}
private void OnEntInserted(
EntityUid uid,
HandheldLightComponent component,
EntInsertedIntoContainerMessage args)
{
// Not guaranteed to be the correct container for our slot, I don't care.
UpdateLevel(component);
}
private void OnEntRemoved(
EntityUid uid,
HandheldLightComponent component,
EntRemovedFromContainerMessage args)
{
// Ditto above
UpdateLevel(component);
}
private void OnGetActions(EntityUid uid, HandheldLightComponent component, GetItemActionsEvent args)
{
if (component.ToggleAction == null
&& _proto.TryIndex(component.ToggleActionId, out InstantActionPrototype? act))
{
component.ToggleAction = new(act);
}
if (component.ToggleAction != null)
args.Actions.Add(component.ToggleAction);
}
private void OnToggleAction(EntityUid uid, HandheldLightComponent component, ToggleActionEvent args)
{
if (args.Handled)
return;
if (component.Activated)
TurnOff(component);
else
TurnOn(args.Performer, component);
args.Handled = true;
}
private void OnGetState(EntityUid uid, HandheldLightComponent component, ref ComponentGetState args)
{
args.State = new HandheldLightComponent.HandheldLightComponentState(component.Activated, GetLevel(component));
}
private byte? GetLevel(HandheldLightComponent component)
{
// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
// Thus we'll just check if the level changes.
if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
return null;
if (MathHelper.CloseToPercent(battery.CurrentCharge, 0) || component.Wattage > battery.CurrentCharge)
return 0;
return (byte?) ContentHelpers.RoundToNearestLevels(battery.CurrentCharge / battery.MaxCharge * 255, 255, HandheldLightComponent.StatusLevels);
}
private void OnRemove(EntityUid uid, HandheldLightComponent component, ComponentRemove args)
{
_activeLights.Remove(component);
}
private void OnActivate(EntityUid uid, HandheldLightComponent component, ActivateInWorldEvent args)
{
if (args.Handled) return;
if (ToggleStatus(args.User, component))
args.Handled = true;
}
/// <summary>
/// Illuminates the light if it is not active, extinguishes it if it is active.
/// </summary>
/// <returns>True if the light's status was toggled, false otherwise.</returns>
public bool ToggleStatus(EntityUid user, HandheldLightComponent component)
{
return component.Activated ? TurnOff(component) : TurnOn(user, component);
}
private void OnExamine(EntityUid uid, HandheldLightComponent component, ExaminedEvent args)
{
args.PushMarkup(component.Activated
? Loc.GetString("handheld-light-component-on-examine-is-on-message")
: Loc.GetString("handheld-light-component-on-examine-is-off-message"));
}
public override void Shutdown()
{
base.Shutdown();
_activeLights.Clear();
}
public override void Update(float frameTime)
{
var toRemove = new RemQueue<HandheldLightComponent>();
foreach (var handheld in _activeLights)
{
if (handheld.Deleted)
{
toRemove.Add(handheld);
continue;
}
if (Paused(handheld.Owner)) continue;
TryUpdate(handheld, frameTime);
}
foreach (var light in toRemove)
{
_activeLights.Remove(light);
}
}
private void AddToggleLightVerb(EntityUid uid, HandheldLightComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract) return;
ActivationVerb verb = new()
{
Text = Loc.GetString("verb-common-toggle-light"),
IconTexture = "/Textures/Interface/VerbIcons/light.svg.192dpi.png",
Act = component.Activated
? () => TurnOff(component)
: () => TurnOn(args.User, component)
};
args.Verbs.Add(verb);
}
public bool TurnOff(HandheldLightComponent component, bool makeNoise = true)
{
if (!component.Activated) return false;
SetActivated(component.Owner, false, component, makeNoise);
component.Level = null;
_activeLights.Remove(component);
return true;
}
public bool TurnOn(EntityUid user, HandheldLightComponent component)
{
if (component.Activated) return false;
if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery) &&
!TryComp(component.Owner, out battery))
{
SoundSystem.Play(component.TurnOnFailSound.GetSound(), Filter.Pvs(component.Owner, entityManager: EntityManager), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), component.Owner, Filter.Entities(user));
return false;
}
// To prevent having to worry about frame time in here.
// Let's just say you need a whole second of charge before you can turn it on.
// Simple enough.
if (component.Wattage > battery.CurrentCharge)
{
SoundSystem.Play(component.TurnOnFailSound.GetSound(), Filter.Pvs(component.Owner, entityManager: EntityManager), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), component.Owner, Filter.Entities(user));
return false;
}
SetActivated(component.Owner, true, component, true);
_activeLights.Add(component);
return true;
}
public void TryUpdate(HandheldLightComponent component, float frameTime)
{
if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery) &&
!TryComp(component.Owner, out battery))
{
TurnOff(component, false);
return;
}
var appearanceComponent = EntityManager.GetComponent<AppearanceComponent>(component.Owner);
var fraction = battery.CurrentCharge / battery.MaxCharge;
if (fraction >= 0.30)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
}
else if (fraction >= 0.10)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
}
else
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
}
if (component.Activated && !battery.TryUseCharge(component.Wattage * frameTime))
TurnOff(component, false);
UpdateLevel(component);
}
private void UpdateLevel(HandheldLightComponent comp)
{
var level = GetLevel(comp);
if (level == comp.Level)
return;
comp.Level = level;
Dirty(comp);
}
}
}