Files
tbd-station-14/Content.Server/Light/EntitySystems/PoweredLightSystem.cs

441 lines
17 KiB
C#

using Content.Server.DeviceLinking.Systems;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Emp;
using Content.Server.Ghost;
using Content.Server.Light.Components;
using Content.Server.Power.Components;
using Content.Shared.Audio;
using Content.Shared.Damage;
using Content.Shared.DeviceLinking.Events;
using Content.Shared.DoAfter;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Light;
using Content.Shared.Light.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
using Robust.Shared.Audio.Systems;
using Content.Shared.Damage.Systems;
using Content.Shared.Damage.Components;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Power;
namespace Content.Server.Light.EntitySystems
{
/// <summary>
/// System for the PoweredLightComponents
/// </summary>
public sealed class PoweredLightSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSystem = default!;
[Dependency] private readonly LightBulbSystem _bulbSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly PointLightSystem _pointLight = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly DamageOnInteractSystem _damageOnInteractSystem = default!;
private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
public const string LightBulbContainer = "light_bulb";
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, DeviceNetworkPacketEvent>(OnPacketReceived);
SubscribeLocalEvent<PoweredLightComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<PoweredLightComponent, PoweredLightDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<PoweredLightComponent, EmpPulseEvent>(OnEmpPulse);
}
private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args)
{
light.LightBulbContainer = _containerSystem.EnsureContainer<ContainerSlot>(uid, LightBulbContainer);
_signalSystem.EnsureSinkPorts(uid, light.OnPort, light.OffPort, light.TogglePort);
}
private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args)
{
// TODO: Use ContainerFill dog
if (light.HasLampOnSpawn != null)
{
var entity = Spawn(light.HasLampOnSpawn, Comp<TransformComponent>(uid).Coordinates);
_containerSystem.Insert(entity, light.LightBulbContainer);
}
// 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;
var userUid = args.User;
//removing a broken/burned bulb, so allow instant removal
if(TryComp<LightBulbComponent>(bulbUid.Value, out var bulb) && bulb.State != LightBulbState.Normal)
{
args.Handled = EjectBulb(uid, userUid, light) != null;
return;
}
// removing a working bulb, so require a delay
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, userUid, light.EjectBulbDelay, new PoweredLightDoAfterEvent(), uid, target: uid)
{
BreakOnMove = true,
BreakOnDamage = true,
});
args.Handled = true;
}
#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 (!TryComp(bulbUid, out LightBulbComponent? lightBulb))
return false;
if (lightBulb.Type != light.BulbType)
return false;
// try to insert bulb in container
if (!_containerSystem.Insert(bulbUid, light.LightBulbContainer))
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 (!_containerSystem.Remove(bulb, light.LightBulbContainer))
return null;
// try to place bulb in hands
_handsSystem.PickupOrDrop(userUid, bulb);
UpdateLight(uid, light);
return bulb;
}
/// <summary>
/// Replaces the spawned prototype of a pre-mapinit powered light with a different variant.
/// </summary>
public bool ReplaceSpawnedPrototype(Entity<PoweredLightComponent> light, string bulb)
{
if (light.Comp.LightBulbContainer.ContainedEntity != null)
return false;
if (LifeStage(light.Owner) >= EntityLifeStage.MapInitialized)
return false;
light.Comp.HasLampOnSpawn = bulb;
return true;
}
/// <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 bool TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
{
if (!Resolve(uid, ref light, false))
return false;
// if we aren't mapinited,
// just null the spawned bulb
if (LifeStage(uid) < EntityLifeStage.MapInitialized)
{
light.HasLampOnSpawn = null;
return true;
}
// check bulb state
var bulbUid = GetBulb(uid, light);
if (bulbUid == null || !TryComp(bulbUid.Value, out LightBulbComponent? lightBulb))
return false;
if (lightBulb.State == LightBulbState.Broken)
return false;
// break it
_bulbSystem.SetState(bulbUid.Value, LightBulbState.Broken, lightBulb);
_bulbSystem.PlayBreakSound(bulbUid.Value, lightBulb);
UpdateLight(uid, light);
return true;
}
#endregion
private void UpdateLight(EntityUid uid,
PoweredLightComponent? light = null,
ApcPowerReceiverComponent? powerReceiver = null,
AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref light, ref powerReceiver, false))
return;
// Optional component.
Resolve(uid, ref appearance, false);
// check if light has bulb
var bulbUid = GetBulb(uid, light);
if (bulbUid == null || !TryComp(bulbUid.Value, out LightBulbComponent? lightBulb))
{
SetLight(uid, false, light: light);
powerReceiver.Load = 0;
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Empty, appearance);
return;
}
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(uid, PoweredLightVisuals.BulbState, PoweredLightState.On, appearance);
var time = _gameTiming.CurTime;
if (time > light.LastThunk + ThunkDelay)
{
light.LastThunk = time;
_audio.PlayPvs(light.TurnOnSound, uid, light.TurnOnSound.Params.AddVolume(-10f));
}
}
else
{
SetLight(uid, false, light: light);
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Off, appearance);
}
break;
case LightBulbState.Broken:
SetLight(uid, false, light: light);
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Broken, appearance);
break;
case LightBulbState.Burned:
SetLight(uid, false, light: light);
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Burned, appearance);
break;
}
powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0;
}
/// <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(uid, light, true);
uid.SpawnTimer(light.GhostBlinkingTime, () =>
{
ToggleBlinkingLight(uid, light, false);
});
args.Handled = true;
}
private void OnPowerChanged(EntityUid uid, PoweredLightComponent component, ref PowerChangedEvent args)
{
// TODO: Power moment
var metadata = MetaData(uid);
if (metadata.EntityPaused || TerminatingOrDeleted(uid, metadata))
return;
UpdateLight(uid, component);
}
public void ToggleBlinkingLight(EntityUid uid, PoweredLightComponent light, bool isNowBlinking)
{
if (light.IsBlinking == isNowBlinking)
return;
light.IsBlinking = isNowBlinking;
if (!TryComp(uid, out AppearanceComponent? appearance))
return;
_appearance.SetData(uid, PoweredLightVisuals.Blinking, isNowBlinking, appearance);
}
private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, ref SignalReceivedEvent args)
{
if (args.Port == component.OffPort)
SetState(uid, false, component);
else if (args.Port == component.OnPort)
SetState(uid, true, component);
else if (args.Port == component.TogglePort)
ToggleLight(uid, component);
}
/// <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, DeviceNetworkPacketEvent 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 (TryComp(uid, out PointLightComponent? pointLight))
{
_pointLight.SetEnabled(uid, value, pointLight);
if (color != null)
_pointLight.SetColor(uid, color.Value, pointLight);
if (radius != null)
_pointLight.SetRadius(uid, (float) radius, pointLight);
if (energy != null)
_pointLight.SetEnergy(uid, (float) energy, pointLight);
if (softness != null)
_pointLight.SetSoftness(uid, (float) softness, pointLight);
}
// light bulbs burn your hands!
if (TryComp<DamageOnInteractComponent>(uid, out var damageOnInteractComp))
_damageOnInteractSystem.SetIsDamageActiveTo((uid, damageOnInteractComp), value);
}
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);
}
private void OnDoAfter(EntityUid uid, PoweredLightComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null)
return;
EjectBulb(args.Args.Target.Value, args.Args.User, component);
args.Handled = true;
}
private void OnEmpPulse(EntityUid uid, PoweredLightComponent component, ref EmpPulseEvent args)
{
if (TryDestroyBulb(uid, component))
args.Affected = true;
}
}
}