Files
tbd-station-14/Content.Server/Light/EntitySystems/PoweredLightSystem.cs
wrexbe 5ceb2372bf Clean up some warnings (#6088)
* Clean up some warnings

* Remove nullable enable

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2022-01-09 22:10:36 -06:00

399 lines
15 KiB
C#

using System;
using Content.Server.Administration.Logs;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Ghost;
using Content.Server.Light.Components;
using Content.Server.MachineLinking.Events;
using Content.Server.Power.Components;
using Content.Server.Temperature.Components;
using Content.Shared.Audio;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Light;
using Content.Shared.Popups;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Light.EntitySystems
{
/// <summary>
/// System for the PoweredLightComponens
/// </summary>
public class PoweredLightSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSystem = default!;
[Dependency] private readonly LightBulbSystem _bulbSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly AdminLogSystem _logSystem = default!;
private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PoweredLightComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<PoweredLightComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PoweredLightComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<PoweredLightComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<PoweredLightComponent, GhostBooEvent>(OnGhostBoo);
SubscribeLocalEvent<PoweredLightComponent, DamageChangedEvent>(HandleLightDamaged);
SubscribeLocalEvent<PoweredLightComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<PoweredLightComponent, PacketSentEvent>(OnPacketReceived);
SubscribeLocalEvent<PoweredLightComponent, PowerChangedEvent>(OnPowerChanged);
}
private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args)
{
light.LightBulbContainer = light.Owner.EnsureContainer<ContainerSlot>("light_bulb");
}
private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args)
{
if (light.HasLampOnSpawn != null)
{
var entity = EntityManager.SpawnEntity(light.HasLampOnSpawn, EntityManager.GetComponent<TransformComponent>(light.Owner).Coordinates);
light.LightBulbContainer.Insert(entity);
}
// need this to update visualizers
UpdateLight(uid, light);
}
private void OnInteractUsing(EntityUid uid, PoweredLightComponent component, InteractUsingEvent args)
{
if (args.Handled)
return;
args.Handled = InsertBulb(uid, args.Used, component);
}
private void OnInteractHand(EntityUid uid, PoweredLightComponent light, InteractHandEvent args)
{
if (args.Handled)
return;
// check if light has bulb to eject
var bulbUid = GetBulb(uid, light);
if (bulbUid == null)
return;
// check if it's possible to apply burn damage to user
var userUid = args.User;
if (EntityManager.TryGetComponent(userUid, out HeatResistanceComponent? heatResist) &&
EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
{
// get users heat resistance
var res = heatResist.GetHeatResistance();
// check heat resistance against user
var burnedHand = light.CurrentLit && res < lightBulb.BurningTemperature;
if (burnedHand)
{
// apply damage to users hands and show message with sound
var burnMsg = Loc.GetString("powered-light-component-burn-hand");
_popupSystem.PopupEntity(burnMsg, uid, Filter.Entities(userUid));
var damage = _damageableSystem.TryChangeDamage(userUid, light.Damage);
if (damage != null)
_logSystem.Add(LogType.Damaged,
$"{ToPrettyString(args.User):user} burned their hand on {ToPrettyString(args.Target):target} and received {damage.Total:damage} damage");
SoundSystem.Play(Filter.Pvs(uid), light.BurnHandSound.GetSound(), uid);
args.Handled = true;
return;
}
}
// all checks passed
// just try to eject bulb
args.Handled = EjectBulb(uid, userUid, light) != null;
}
#region Bulb Logic API
/// <summary>
/// Inserts the bulb if possible.
/// </summary>
/// <returns>True if it could insert it, false if it couldn't.</returns>
public bool InsertBulb(EntityUid uid, EntityUid bulbUid, PoweredLightComponent? light = null)
{
if (!Resolve(uid, ref light))
return false;
// check if light already has bulb
if (GetBulb(uid, light) != null)
return false;
// check if bulb fits
if (!EntityManager.TryGetComponent(bulbUid, out LightBulbComponent? lightBulb))
return false;
if (lightBulb.Type != light.BulbType)
return false;
// try to insert bulb in container
if (!light.LightBulbContainer.Insert(bulbUid))
return false;
UpdateLight(uid, light);
return true;
}
/// <summary>
/// Ejects the bulb to a mob's hand if possible.
/// </summary>
/// <returns>Bulb uid if it was successfully ejected, null otherwise</returns>
public EntityUid? EjectBulb(EntityUid uid, EntityUid? userUid = null, PoweredLightComponent? light = null)
{
if (!Resolve(uid, ref light))
return null;
// check if light has bulb
if (GetBulb(uid, light) is not {Valid: true} bulb)
return null;
// try to remove bulb from container
if (!light.LightBulbContainer.Remove(bulb))
return null;
// try to place bulb in hands
if (userUid != null)
{
if (EntityManager.TryGetComponent(userUid.Value, out SharedHandsComponent? hands))
hands.PutInHand(bulb);
}
UpdateLight(uid, light);
return bulb;
}
/// <summary>
/// Try to replace current bulb with a new one
/// If succeed old bulb just drops on floor
/// </summary>
public bool ReplaceBulb(EntityUid uid, EntityUid bulb, PoweredLightComponent? light = null)
{
EjectBulb(uid, null, light);
return InsertBulb(uid, bulb, light);
}
/// <summary>
/// Try to get light bulb inserted in powered light
/// </summary>
/// <returns>Bulb uid if it exist, null otherwise</returns>
public EntityUid? GetBulb(EntityUid uid, PoweredLightComponent? light = null)
{
if (!Resolve(uid, ref light))
return null;
return light.LightBulbContainer.ContainedEntity;
}
/// <summary>
/// Try to break bulb inside light fixture
/// </summary>
public void TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
{
// check bulb state
var bulbUid = GetBulb(uid, light);
if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
return;
if (lightBulb.State == LightBulbState.Broken)
return;
// break it
_bulbSystem.SetState(bulbUid.Value, LightBulbState.Broken, lightBulb);
_bulbSystem.PlayBreakSound(bulbUid.Value, lightBulb);
UpdateLight(uid, light);
}
#endregion
private void UpdateLight(EntityUid uid,
PoweredLightComponent? light = null,
ApcPowerReceiverComponent? powerReceiver = null,
AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref light, ref powerReceiver))
return;
// Optional component.
Resolve(uid, ref appearance, false);
// check if light has bulb
var bulbUid = GetBulb(uid, light);
if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
{
SetLight(uid, false, light: light);
powerReceiver.Load = 0;
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Empty);
return;
}
else
{
powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0;
switch (lightBulb.State)
{
case LightBulbState.Normal:
if (powerReceiver.Powered && light.On)
{
SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.On);
var time = _gameTiming.CurTime;
if (time > light.LastThunk + ThunkDelay)
{
light.LastThunk = time;
SoundSystem.Play(Filter.Pvs(uid), light.TurnOnSound.GetSound(), uid, AudioParams.Default.WithVolume(-10f));
}
}
else
{
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Off);
}
break;
case LightBulbState.Broken:
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Broken);
break;
case LightBulbState.Burned:
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Burned);
break;
}
}
}
/// <summary>
/// Destroy the light bulb if the light took any damage.
/// </summary>
public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args)
{
// Was it being repaired, or did it take damage?
if (args.DamageIncreased)
{
// Eventually, this logic should all be done by this (or some other) system, not a component.
TryDestroyBulb(uid, component);
}
}
private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
{
if (light.IgnoreGhostsBoo)
return;
// check cooldown first to prevent abuse
var time = _gameTiming.CurTime;
if (light.LastGhostBlink != null)
{
if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown)
return;
}
light.LastGhostBlink = time;
ToggleBlinkingLight(light, true);
light.Owner.SpawnTimer(light.GhostBlinkingTime, () =>
{
ToggleBlinkingLight(light, false);
});
args.Handled = true;
}
private void OnPowerChanged(EntityUid uid, PoweredLightComponent component, PowerChangedEvent args)
{
UpdateLight(uid, component);
}
public void ToggleBlinkingLight(PoweredLightComponent light, bool isNowBlinking)
{
if (light.IsBlinking == isNowBlinking)
return;
light.IsBlinking = isNowBlinking;
if (!EntityManager.TryGetComponent(light.Owner, out AppearanceComponent? appearance))
return;
appearance.SetData(PoweredLightVisuals.Blinking, isNowBlinking);
}
private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, SignalReceivedEvent args)
{
switch (args.Port)
{
case "state":
ToggleLight(uid, component);
break;
}
}
/// <summary>
/// Turns the light on or of when receiving a <see cref="DeviceNetworkConstants.CmdSetState"/> command.
/// The light is turned on or of according to the <see cref="DeviceNetworkConstants.StateEnabled"/> value
/// </summary>
private void OnPacketReceived(EntityUid uid, PoweredLightComponent component, PacketSentEvent args)
{
if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command) || command != DeviceNetworkConstants.CmdSetState) return;
if (!args.Data.TryGetValue(DeviceNetworkConstants.StateEnabled, out bool enabled)) return;
SetState(uid, enabled, component);
}
private void SetLight(EntityUid uid, bool value, Color? color = null, PoweredLightComponent? light = null, float? radius = null, float? energy = null, float? softness=null)
{
if (!Resolve(uid, ref light))
return;
light.CurrentLit = value;
_ambientSystem.SetAmbience(uid, value);
if (EntityManager.TryGetComponent(uid, out PointLightComponent? pointLight))
{
pointLight.Enabled = value;
if (color != null)
pointLight.Color = color.Value;
if (radius != null)
pointLight.Radius = (float) radius;
if (energy != null)
pointLight.Energy = (float) energy;
if (softness != null)
pointLight.Softness = (float) softness;
}
}
public void ToggleLight(EntityUid uid, PoweredLightComponent? light = null)
{
if (!Resolve(uid, ref light))
return;
light.On = !light.On;
UpdateLight(uid, light);
}
public void SetState(EntityUid uid, bool state, PoweredLightComponent? light = null)
{
if (!Resolve(uid, ref light))
return;
light.On = state;
UpdateLight(uid, light);
}
}
}