* 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>
183 lines
5.5 KiB
C#
183 lines
5.5 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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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.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers
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{
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/// <summary>
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/// Component that represents an emergency light, it has an internal battery that charges when the power is on.
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/// </summary>
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[RegisterComponent]
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public class EmergencyLightComponent : Component, IExamine
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{
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public override string Name => "EmergencyLight";
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[ViewVariables]
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private EmergencyLightState State
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{
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get => _state;
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set
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{
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if (_state == value)
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return;
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_state = value;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new EmergencyLightMessage(this, _state));
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}
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}
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private EmergencyLightState _state = EmergencyLightState.Empty;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("wattage")]
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private float _wattage = 5;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("chargingWattage")]
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private float _chargingWattage = 60;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("chargingEfficiency")]
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private float _chargingEfficiency = 0.85f;
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/// <summary>
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/// For attaching UpdateState() to events.
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/// </summary>
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public void UpdateState(PowerChangedMessage e)
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{
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UpdateState();
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}
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/// <summary>
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/// Updates the light's power drain, battery drain, sprite and actual light state.
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/// </summary>
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public void UpdateState()
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{
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if (!Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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return;
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}
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if (receiver.Powered)
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{
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receiver.Load = (int) Math.Abs(_wattage);
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TurnOff();
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State = EmergencyLightState.Charging;
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}
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else
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{
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TurnOn();
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State = EmergencyLightState.On;
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}
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}
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public void OnUpdate(float frameTime)
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{
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if (Owner.Deleted || !Owner.TryGetComponent(out BatteryComponent? battery))
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{
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return;
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}
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if(State == EmergencyLightState.On)
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{
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if (!battery.TryUseCharge(_wattage * frameTime))
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{
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State = EmergencyLightState.Empty;
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TurnOff();
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}
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}
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else
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{
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battery.CurrentCharge += _chargingWattage * frameTime * _chargingEfficiency;
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if (battery.BatteryState == BatteryState.Full)
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{
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if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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receiver.Load = 1;
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}
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State = EmergencyLightState.Full;
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}
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}
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}
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private void TurnOff()
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{
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "emergency_light_off");
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}
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if (Owner.TryGetComponent(out PointLightComponent? light))
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{
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light.Enabled = false;
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}
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}
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private void TurnOn()
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{
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "emergency_light_on");
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}
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if (Owner.TryGetComponent(out PointLightComponent? light))
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{
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light.Enabled = true;
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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 PowerChangedMessage powerChanged:
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UpdateState(powerChanged);
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break;
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}
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString($"The battery indicator displays: {BatteryStateText[State]}."));
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}
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public enum EmergencyLightState
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{
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Charging,
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Full,
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Empty,
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On
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}
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public Dictionary<EmergencyLightState, string> BatteryStateText = new()
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{
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{ EmergencyLightState.Full, "[color=darkgreen]Full[/color]"},
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{ EmergencyLightState.Empty, "[color=darkred]Empty[/color]"},
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{ EmergencyLightState.Charging, "[color=darkorange]Charging[/color]"},
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{ EmergencyLightState.On, "[color=darkorange]Discharging[/color]"}
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};
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}
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public sealed class EmergencyLightMessage : EntitySystemMessage
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{
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public EmergencyLightComponent Component { get; }
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public EmergencyLightComponent.EmergencyLightState State { get; }
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public EmergencyLightMessage(EmergencyLightComponent component, EmergencyLightComponent.EmergencyLightState state)
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{
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Component = component;
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State = state;
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}
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}
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}
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