* Add resources for cigs/matches * Add files for cigarettes * Remove Shared Components * Applied some of the suggestions * Change priority to allow matches to be set alight by matchbox * Added item for pack of cigars * Add swepts resources. Fix naming * Fix naming, implement suggestions. * Addressed Paul's suggestions * Remove unused resources * Fix Paul's suggestions
105 lines
3.4 KiB
C#
105 lines
3.4 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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{
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[RegisterComponent]
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[ComponentReference(typeof(IHotItem))]
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public class MatchstickComponent : Component, IHotItem, IInteractUsing
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{
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public override string Name => "Matchstick";
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private SharedBurningStates _currentState = SharedBurningStates.Unlit;
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/// <summary>
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/// How long will matchstick last in seconds.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)] private int _duration;
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/// <summary>
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/// Sound played when you ignite the matchstick.
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/// </summary>
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private string? _igniteSound;
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/// <summary>
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/// Point light component. Gives matches a glow in dark effect.
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/// </summary>
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[ComponentDependency]
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private readonly PointLightComponent? _pointLightComponent = default!;
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/// <summary>
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/// Current state to matchstick. Can be <code>Unlit</code>, <code>Lit</code> or <code>Burnt</code>.
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/// </summary>
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[ViewVariables]
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public SharedBurningStates CurrentState
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{
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get => _currentState;
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private set
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{
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_currentState = value;
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if (_pointLightComponent != null)
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{
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_pointLightComponent.Enabled = _currentState == SharedBurningStates.Lit;
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}
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(SmokingVisuals.Smoking, _currentState);
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}
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _duration, "duration", 10);
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serializer.DataField(ref _igniteSound, "igniteSound", null);
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}
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bool IHotItem.IsCurrentlyHot()
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{
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return CurrentState == SharedBurningStates.Lit;
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}
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public void Ignite(IEntity user)
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{
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// Play Sound
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if (!string.IsNullOrEmpty(_igniteSound))
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_igniteSound, Owner,
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AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
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}
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// Change state
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CurrentState = SharedBurningStates.Lit;
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Owner.SpawnTimer(_duration * 1000, () => CurrentState = SharedBurningStates.Burnt);
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}
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public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Target.TryGetComponent<IHotItem>(out var hotItem)
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&& hotItem.IsCurrentlyHot()
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&& CurrentState == SharedBurningStates.Unlit)
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{
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Ignite(eventArgs.User);
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return true;
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}
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return false;
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}
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}
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} |