* cleanup * fix fixtures * this belongs into the next PR * review * misc --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
274 lines
10 KiB
C#
274 lines
10 KiB
C#
using Content.Server.Actions;
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using Content.Server.Popups;
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using Content.Server.Power.EntitySystems;
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using Content.Server.PowerCell;
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using Content.Shared.Actions;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Content.Shared.Rounding;
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using Content.Shared.Toggleable;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Server.Light.EntitySystems
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{
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public sealed class HandheldLightSystem : SharedHandheldLightSystem
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{
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
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// But for now this will be better anyway.
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private readonly HashSet<Entity<HandheldLightComponent>> _activeLights = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandheldLightComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<HandheldLightComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<HandheldLightComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<HandheldLightComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<HandheldLightComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<HandheldLightComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<HandheldLightComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<HandheldLightComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
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SubscribeLocalEvent<HandheldLightComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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}
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private void OnEntInserted(Entity<HandheldLightComponent> ent, ref EntInsertedIntoContainerMessage args)
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{
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// Not guaranteed to be the correct container for our slot, I don't care.
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UpdateLevel(ent);
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}
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private void OnEntRemoved(Entity<HandheldLightComponent> ent, ref EntRemovedFromContainerMessage args)
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{
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// Ditto above
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UpdateLevel(ent);
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}
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private void OnGetActions(EntityUid uid, HandheldLightComponent component, GetItemActionsEvent args)
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{
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args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
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}
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private void OnToggleAction(Entity<HandheldLightComponent> ent, ref ToggleActionEvent args)
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{
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if (args.Handled)
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return;
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if (ent.Comp.Activated)
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TurnOff(ent);
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else
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TurnOn(args.Performer, ent);
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args.Handled = true;
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}
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private void OnGetState(Entity<HandheldLightComponent> ent, ref ComponentGetState args)
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{
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args.State = new HandheldLightComponent.HandheldLightComponentState(ent.Comp.Activated, GetLevel(ent));
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}
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private void OnMapInit(Entity<HandheldLightComponent> ent, ref MapInitEvent args)
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{
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var component = ent.Comp;
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_actionContainer.EnsureAction(ent, ref component.ToggleActionEntity, component.ToggleAction);
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_actions.AddAction(ent, ref component.SelfToggleActionEntity, component.ToggleAction);
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}
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private void OnShutdown(EntityUid uid, HandheldLightComponent component, ComponentShutdown args)
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{
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_actions.RemoveAction(uid, component.ToggleActionEntity);
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_actions.RemoveAction(uid, component.SelfToggleActionEntity);
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}
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private byte? GetLevel(Entity<HandheldLightComponent> ent)
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{
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// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
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// Thus we'll just check if the level changes.
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if (!_powerCell.TryGetBatteryFromSlot(ent, out var battery))
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return null;
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if (MathHelper.CloseToPercent(battery.CurrentCharge, 0) || ent.Comp.Wattage > battery.CurrentCharge)
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return 0;
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return (byte?) ContentHelpers.RoundToNearestLevels(battery.CurrentCharge / battery.MaxCharge * 255, 255, HandheldLightComponent.StatusLevels);
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}
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private void OnRemove(Entity<HandheldLightComponent> ent, ref ComponentRemove args)
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{
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_activeLights.Remove(ent);
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}
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private void OnActivate(Entity<HandheldLightComponent> ent, ref ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex || !ent.Comp.ToggleOnInteract)
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return;
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if (ToggleStatus(args.User, ent))
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args.Handled = true;
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}
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/// <summary>
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/// Illuminates the light if it is not active, extinguishes it if it is active.
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/// </summary>
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/// <returns>True if the light's status was toggled, false otherwise.</returns>
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public bool ToggleStatus(EntityUid user, Entity<HandheldLightComponent> ent)
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{
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return ent.Comp.Activated ? TurnOff(ent) : TurnOn(user, ent);
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}
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private void OnExamine(EntityUid uid, HandheldLightComponent component, ExaminedEvent args)
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{
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args.PushMarkup(component.Activated
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? Loc.GetString("handheld-light-component-on-examine-is-on-message")
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: Loc.GetString("handheld-light-component-on-examine-is-off-message"));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_activeLights.Clear();
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}
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public override void Update(float frameTime)
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{
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var toRemove = new RemQueue<Entity<HandheldLightComponent>>();
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foreach (var handheld in _activeLights)
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{
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if (handheld.Comp.Deleted)
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{
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toRemove.Add(handheld);
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continue;
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}
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if (Paused(handheld))
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continue;
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TryUpdate(handheld, frameTime);
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}
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foreach (var light in toRemove)
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{
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_activeLights.Remove(light);
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}
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}
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public override bool TurnOff(Entity<HandheldLightComponent> ent, bool makeNoise = true)
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{
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if (!ent.Comp.Activated || !_lights.TryGetLight(ent, out var pointLightComponent))
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{
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return false;
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}
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_lights.SetEnabled(ent, false, pointLightComponent);
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SetActivated(ent, false, ent, makeNoise);
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ent.Comp.Level = null;
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_activeLights.Remove(ent);
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return true;
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}
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public override bool TurnOn(EntityUid user, Entity<HandheldLightComponent> uid)
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{
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var component = uid.Comp;
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if (component.Activated || !_lights.TryGetLight(uid, out var pointLightComponent))
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{
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return false;
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}
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if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery) &&
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!TryComp(uid, out battery))
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{
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_audio.PlayPvs(_audio.ResolveSound(component.TurnOnFailSound), uid);
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_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), uid, user);
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return false;
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}
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// To prevent having to worry about frame time in here.
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// Let's just say you need a whole second of charge before you can turn it on.
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// Simple enough.
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if (component.Wattage > battery.CurrentCharge)
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{
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_audio.PlayPvs(_audio.ResolveSound(component.TurnOnFailSound), uid);
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_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), uid, user);
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return false;
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}
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_lights.SetEnabled(uid, true, pointLightComponent);
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SetActivated(uid, true, component, true);
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_activeLights.Add(uid);
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return true;
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}
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public void TryUpdate(Entity<HandheldLightComponent> uid, float frameTime)
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{
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var component = uid.Comp;
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if (!_powerCell.TryGetBatteryFromSlot(uid, out var batteryUid, out var battery, null) &&
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!TryComp(uid, out battery))
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{
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TurnOff(uid, false);
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return;
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}
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if (batteryUid == null)
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return;
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var appearanceComponent = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
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var fraction = battery.CurrentCharge / battery.MaxCharge;
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if (fraction >= 0.30)
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{
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_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower, appearanceComponent);
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}
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else if (fraction >= 0.10)
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{
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_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower, appearanceComponent);
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}
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else
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{
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_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.Dying, appearanceComponent);
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}
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if (component.Activated && !_battery.TryUseCharge((batteryUid.Value, battery), component.Wattage * frameTime))
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TurnOff(uid, false);
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UpdateLevel(uid);
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}
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private void UpdateLevel(Entity<HandheldLightComponent> ent)
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{
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var level = GetLevel(ent);
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if (level == ent.Comp.Level)
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return;
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ent.Comp.Level = level;
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Dirty(ent);
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}
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}
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}
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