* 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>
319 lines
11 KiB
C#
319 lines
11 KiB
C#
#nullable enable
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using System;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.MachineLinking;
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using Content.Server.GameObjects.Components.MachineLinking.Signals;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Shared.Actions;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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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 a wall light. It has a light bulb that can be replaced when broken.
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/// </summary>
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[RegisterComponent]
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public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver<bool>, ISignalReceiver<ToggleSignal>, IGhostBooAffected
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "PoweredLight";
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private static readonly TimeSpan _thunkDelay = TimeSpan.FromSeconds(2);
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// time to blink light when ghost made boo nearby
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private static readonly TimeSpan ghostBlinkingTime = TimeSpan.FromSeconds(10);
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private static readonly TimeSpan ghostBlinkingCooldown = TimeSpan.FromSeconds(60);
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[ComponentDependency]
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private readonly AppearanceComponent? _appearance;
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private TimeSpan _lastThunk;
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private TimeSpan? _lastGhostBlink;
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[DataField("hasLampOnSpawn")]
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private bool _hasLampOnSpawn = true;
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[ViewVariables] [DataField("on")]
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private bool _on = true;
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[ViewVariables]
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private bool _currentLit;
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[ViewVariables]
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private bool _isBlinking;
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[ViewVariables] [DataField("ignoreGhostsBoo")]
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private bool _ignoreGhostsBoo;
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[DataField("bulb")]
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private LightBulbType BulbType = LightBulbType.Tube;
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[ViewVariables] private ContainerSlot _lightBulbContainer = default!;
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[ViewVariables]
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private LightBulbComponent? LightBulb
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{
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get
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{
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if (_lightBulbContainer.ContainedEntity == null) return null;
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_lightBulbContainer.ContainedEntity.TryGetComponent(out LightBulbComponent? bulb);
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return bulb;
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}
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}
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// TODO CONSTRUCTION make this use a construction graph
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return InsertBulb(eventArgs.Using);
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IDamageableComponent? damageableComponent))
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{
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Eject();
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return false;
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}
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if(eventArgs.User.TryGetComponent(out HeatResistanceComponent? heatResistanceComponent))
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{
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if(CanBurn(heatResistanceComponent.GetHeatResistance()))
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{
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Burn();
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return true;
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}
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}
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Eject();
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return true;
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bool CanBurn(int heatResistance)
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{
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if (LightBulb == null)
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return false;
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return _currentLit && heatResistance < LightBulb.BurningTemperature;
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}
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void Burn()
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("You burn your hand!"));
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damageableComponent.ChangeDamage(DamageType.Heat, 20, false, Owner);
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var audioSystem = EntitySystem.Get<AudioSystem>();
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audioSystem.PlayFromEntity("/Audio/Effects/lightburn.ogg", Owner);
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}
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void Eject()
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{
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EjectBulb(eventArgs.User);
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UpdateLight();
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}
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}
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/// <summary>
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/// Inserts the bulb if possible.
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/// </summary>
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/// <returns>True if it could insert it, false if it couldn't.</returns>
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private bool InsertBulb(IEntity bulb)
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{
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if (LightBulb != null) return false;
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if (!bulb.TryGetComponent(out LightBulbComponent? lightBulb)) return false;
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if (lightBulb.Type != BulbType) return false;
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var inserted = _lightBulbContainer.Insert(bulb);
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lightBulb.OnLightBulbStateChange += UpdateLight;
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lightBulb.OnLightColorChange += UpdateLight;
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UpdateLight();
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return inserted;
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}
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/// <summary>
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/// Ejects the bulb to a mob's hand if possible.
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/// </summary>
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private void EjectBulb(IEntity user)
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{
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if (LightBulb == null) return;
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var bulb = LightBulb;
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bulb.OnLightBulbStateChange -= UpdateLight;
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bulb.OnLightColorChange -= UpdateLight;
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if (!_lightBulbContainer.Remove(bulb.Owner)) return;
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if (!user.TryGetComponent(out HandsComponent? hands)
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|| !hands.PutInHand(bulb.Owner.GetComponent<ItemComponent>()))
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bulb.Owner.Transform.Coordinates = user.Transform.Coordinates;
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}
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/// <summary>
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/// For attaching UpdateLight() to events.
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/// </summary>
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public void UpdateLight(object? sender, EventArgs? e)
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{
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UpdateLight();
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}
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/// <summary>
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/// Updates the light's power drain, sprite and actual light state.
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/// </summary>
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public void UpdateLight()
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{
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var powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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if (LightBulb == null) // No light bulb.
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{
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_currentLit = false;
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powerReceiver.Load = 0;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Empty);
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return;
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}
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switch (LightBulb.State)
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{
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case LightBulbState.Normal:
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if (powerReceiver.Powered && _on)
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{
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_currentLit = true;
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powerReceiver.Load = LightBulb.PowerUse;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.On);
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_appearance?.SetData(PoweredLightVisuals.BulbColor, LightBulb.Color);
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var time = _gameTiming.CurTime;
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if (time > _lastThunk + _thunkDelay)
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{
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_lastThunk = time;
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/light_tube_on.ogg", Owner, AudioParams.Default.WithVolume(-10f));
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}
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}
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else
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{
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_currentLit = false;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Off);
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}
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break;
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case LightBulbState.Broken:
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_currentLit = false;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Broken);
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break;
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case LightBulbState.Burned:
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_currentLit = false;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Burned);
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break;
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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_lightBulbContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, "light_bulb");
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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:
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UpdateLight();
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break;
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case DamageChangedMessage msg:
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TryDestroyBulb(msg);
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break;
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}
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}
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private void TryDestroyBulb(DamageChangedMessage msg)
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{
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if (!msg.TookDamage)
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return;
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if (LightBulb == null || LightBulb.State == LightBulbState.Broken)
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return;
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LightBulb.State = LightBulbState.Broken;
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LightBulb.PlayBreakSound();
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UpdateLight();
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}
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void IMapInit.MapInit()
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{
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if (_hasLampOnSpawn)
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{
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var prototype = BulbType switch
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{
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LightBulbType.Bulb => "LightBulb",
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LightBulbType.Tube => "LightTube",
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_ => throw new ArgumentOutOfRangeException()
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};
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var entity = Owner.EntityManager.SpawnEntity(prototype, Owner.Transform.Coordinates);
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_lightBulbContainer.Insert(entity);
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UpdateLight();
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}
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}
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public void TriggerSignal(bool signal)
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{
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_on = signal;
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UpdateLight();
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}
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public void TriggerSignal(ToggleSignal signal)
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{
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_on = !_on;
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UpdateLight();
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}
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public void ToggleBlinkingLight(bool isNowBlinking)
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{
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if (_isBlinking == isNowBlinking)
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return;
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_isBlinking = isNowBlinking;
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_appearance?.SetData(PoweredLightVisuals.Blinking, _isBlinking);
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}
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public bool AffectedByGhostBoo(InstantActionEventArgs args)
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{
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if (_ignoreGhostsBoo)
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return false;
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// check cooldown first to prevent abuse
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var time = _gameTiming.CurTime;
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if (_lastGhostBlink != null)
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{
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if (time <= _lastGhostBlink + ghostBlinkingCooldown)
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return false;
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}
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_lastGhostBlink = time;
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ToggleBlinkingLight(true);
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Owner.SpawnTimer(ghostBlinkingTime, () => {
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ToggleBlinkingLight(false);
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});
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return true;
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}
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}
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}
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