* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
298 lines
10 KiB
C#
298 lines
10 KiB
C#
#nullable enable
|
|
using System.Threading.Tasks;
|
|
using Content.Server.GameObjects.Components.Items.Clothing;
|
|
using Content.Server.GameObjects.Components.Items.Storage;
|
|
using Content.Server.GameObjects.Components.Power;
|
|
using Content.Shared.Actions;
|
|
using Content.Shared.GameObjects.Components;
|
|
using Content.Shared.GameObjects.Components.Mobs;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
|
using Content.Shared.GameObjects.Verbs;
|
|
using Content.Shared.Interfaces;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Content.Shared.Utility;
|
|
using JetBrains.Annotations;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Players;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Interactable
|
|
{
|
|
/// <summary>
|
|
/// Component that represents a powered handheld light source which can be toggled on and off.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing
|
|
{
|
|
[ViewVariables(VVAccess.ReadWrite)] [DataField("wattage")] public float Wattage { get; set; } = 3f;
|
|
[ViewVariables] private PowerCellSlotComponent _cellSlot = default!;
|
|
private PowerCellComponent? Cell => _cellSlot.Cell;
|
|
|
|
/// <summary>
|
|
/// Status of light, whether or not it is emitting light.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public bool Activated { get; private set; }
|
|
|
|
[ViewVariables] protected override bool HasCell => _cellSlot.HasCell;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnSound")] public string? TurnOnSound = "/Audio/Items/flashlight_toggle.ogg";
|
|
[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnFailSound")] public string? TurnOnFailSound = "/Audio/Machines/button.ogg";
|
|
[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOffSound")] public string? TurnOffSound = "/Audio/Items/flashlight_toggle.ogg";
|
|
|
|
[ComponentDependency] private readonly ItemActionsComponent? _itemActions = null;
|
|
|
|
/// <summary>
|
|
/// Client-side ItemStatus level
|
|
/// </summary>
|
|
private byte? _lastLevel;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
Owner.EnsureComponent<PointLightComponent>();
|
|
_cellSlot = Owner.EnsureComponent<PowerCellSlotComponent>();
|
|
|
|
Dirty();
|
|
}
|
|
|
|
public override void OnRemove()
|
|
{
|
|
base.OnRemove();
|
|
Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new DeactivateHandheldLightMessage(this));
|
|
}
|
|
|
|
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(eventArgs.User)) return false;
|
|
if (!_cellSlot.InsertCell(eventArgs.Using)) return false;
|
|
Dirty();
|
|
return true;
|
|
}
|
|
|
|
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
|
{
|
|
if (Activated)
|
|
{
|
|
message.AddMarkup(Loc.GetString("The light is currently [color=darkgreen]on[/color]."));
|
|
}
|
|
else
|
|
{
|
|
message.AddMarkup(Loc.GetString("The light is currently [color=darkred]off[/color]."));
|
|
}
|
|
}
|
|
|
|
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
|
{
|
|
return ToggleStatus(eventArgs.User);
|
|
}
|
|
|
|
/// <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(IEntity user)
|
|
{
|
|
if (!ActionBlockerSystem.CanUse(user)) return false;
|
|
return Activated ? TurnOff() : TurnOn(user);
|
|
}
|
|
|
|
private bool TurnOff(bool makeNoise = true)
|
|
{
|
|
if (!Activated)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SetState(false);
|
|
Activated = false;
|
|
UpdateLightAction();
|
|
Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new DeactivateHandheldLightMessage(this));
|
|
|
|
if (makeNoise)
|
|
{
|
|
if (TurnOffSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOffSound, Owner);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool TurnOn(IEntity user)
|
|
{
|
|
if (Activated)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (Cell == null)
|
|
{
|
|
if (TurnOnFailSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnFailSound, Owner);
|
|
Owner.PopupMessage(user, Loc.GetString("Cell missing..."));
|
|
UpdateLightAction();
|
|
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 (Wattage > Cell.CurrentCharge)
|
|
{
|
|
if (TurnOnFailSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnFailSound, Owner);
|
|
Owner.PopupMessage(user, Loc.GetString("Dead cell..."));
|
|
UpdateLightAction();
|
|
return false;
|
|
}
|
|
|
|
Activated = true;
|
|
UpdateLightAction();
|
|
SetState(true);
|
|
Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new ActivateHandheldLightMessage(this));
|
|
|
|
if (TurnOnSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnSound, Owner);
|
|
return true;
|
|
}
|
|
|
|
private void SetState(bool on)
|
|
{
|
|
if (Owner.TryGetComponent(out SpriteComponent? sprite))
|
|
{
|
|
sprite.LayerSetVisible(1, on);
|
|
}
|
|
|
|
if (Owner.TryGetComponent(out PointLightComponent? light))
|
|
{
|
|
light.Enabled = on;
|
|
}
|
|
|
|
if (Owner.TryGetComponent(out ClothingComponent? clothing))
|
|
{
|
|
clothing.ClothingEquippedPrefix = on ? "on" : "off";
|
|
}
|
|
|
|
if (Owner.TryGetComponent(out ItemComponent? item))
|
|
{
|
|
item.EquippedPrefix = on ? "on" : "off";
|
|
}
|
|
}
|
|
|
|
private void UpdateLightAction()
|
|
{
|
|
_itemActions?.Toggle(ItemActionType.ToggleLight, Activated);
|
|
}
|
|
|
|
public void OnUpdate(float frameTime)
|
|
{
|
|
if (Cell == null)
|
|
{
|
|
TurnOff(false);
|
|
return;
|
|
}
|
|
|
|
var appearanceComponent = Owner.GetComponent<AppearanceComponent>();
|
|
|
|
if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.70)
|
|
{
|
|
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
|
|
}
|
|
else if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.90)
|
|
{
|
|
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
|
|
}
|
|
else
|
|
{
|
|
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
|
|
}
|
|
|
|
if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
|
|
|
|
var level = GetLevel();
|
|
|
|
if (level != _lastLevel)
|
|
{
|
|
_lastLevel = level;
|
|
Dirty();
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
private byte? GetLevel()
|
|
{
|
|
if (Cell == null)
|
|
return null;
|
|
|
|
var currentCharge = Cell.CurrentCharge;
|
|
|
|
if (MathHelper.CloseTo(currentCharge, 0) || Wattage > currentCharge)
|
|
return 0;
|
|
|
|
return (byte?) ContentHelpers.RoundToNearestLevels(currentCharge / Cell.MaxCharge * 255, 255, StatusLevels);
|
|
}
|
|
|
|
public override ComponentState GetComponentState(ICommonSession player)
|
|
{
|
|
return new HandheldLightComponentState(GetLevel());
|
|
}
|
|
|
|
[Verb]
|
|
public sealed class ToggleLightVerb : Verb<HandheldLightComponent>
|
|
{
|
|
protected override void GetData(IEntity user, HandheldLightComponent component, VerbData data)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(user))
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
return;
|
|
}
|
|
|
|
data.Text = Loc.GetString("Toggle light");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, HandheldLightComponent component)
|
|
{
|
|
component.ToggleStatus(user);
|
|
}
|
|
}
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
[DataDefinition]
|
|
public class ToggleLightAction : IToggleItemAction
|
|
{
|
|
public bool DoToggleAction(ToggleItemActionEventArgs args)
|
|
{
|
|
if (!args.Item.TryGetComponent<HandheldLightComponent>(out var lightComponent)) return false;
|
|
if (lightComponent.Activated == args.ToggledOn) return false;
|
|
return lightComponent.ToggleStatus(args.Performer);
|
|
}
|
|
}
|
|
|
|
internal sealed class ActivateHandheldLightMessage : EntitySystemMessage
|
|
{
|
|
public HandheldLightComponent Component { get; }
|
|
|
|
public ActivateHandheldLightMessage(HandheldLightComponent component)
|
|
{
|
|
Component = component;
|
|
}
|
|
}
|
|
|
|
internal sealed class DeactivateHandheldLightMessage : EntitySystemMessage
|
|
{
|
|
public HandheldLightComponent Component { get; }
|
|
|
|
public DeactivateHandheldLightMessage(HandheldLightComponent component)
|
|
{
|
|
Component = component;
|
|
}
|
|
}
|
|
}
|