Files
tbd-station-14/Content.Server/Light/EntitySystems/ExpendableLightSystem.cs
Arendian 98f0814c2b Fix emergency flare not igniting through verb menu. (#24027)
Emergency flare ignites when activated through verb menu
2024-01-13 09:24:40 -07:00

205 lines
7.4 KiB
C#

using Content.Server.Light.Components;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Light.Components;
using Content.Shared.Tag;
using Content.Shared.Temperature;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Light.EntitySystems
{
[UsedImplicitly]
public sealed class ExpendableLightSystem : EntitySystem
{
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ExpendableLightComponent, ComponentInit>(OnExpLightInit);
SubscribeLocalEvent<ExpendableLightComponent, UseInHandEvent>(OnExpLightUse);
SubscribeLocalEvent<ExpendableLightComponent, GetVerbsEvent<ActivationVerb>>(AddIgniteVerb);
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<ExpendableLightComponent>();
while (query.MoveNext(out var uid, out var light))
{
UpdateLight((uid, light), frameTime);
}
}
private void UpdateLight(Entity<ExpendableLightComponent> ent, float frameTime)
{
var component = ent.Comp;
if (!component.Activated)
return;
component.StateExpiryTime -= frameTime;
if (component.StateExpiryTime <= 0f)
{
switch (component.CurrentState)
{
case ExpendableLightState.Lit:
component.CurrentState = ExpendableLightState.Fading;
component.StateExpiryTime = component.FadeOutDuration;
UpdateVisualizer(ent);
break;
default:
case ExpendableLightState.Fading:
component.CurrentState = ExpendableLightState.Dead;
var meta = MetaData(ent);
_metaData.SetEntityName(ent, Loc.GetString(component.SpentName), meta);
_metaData.SetEntityDescription(ent, Loc.GetString(component.SpentDesc), meta);
_tagSystem.AddTag(ent, "Trash");
UpdateSounds(ent);
UpdateVisualizer(ent);
if (TryComp<ItemComponent>(ent, out var item))
{
_item.SetHeldPrefix(ent, "unlit", component: item);
}
break;
}
}
}
/// <summary>
/// Enables the light if it is not active. Once active it cannot be turned off.
/// </summary>
public bool TryActivate(Entity<ExpendableLightComponent> ent)
{
var component = ent.Comp;
if (!component.Activated && component.CurrentState == ExpendableLightState.BrandNew)
{
if (TryComp<ItemComponent>(ent, out var item))
{
_item.SetHeldPrefix(ent, "lit", component: item);
}
var isHotEvent = new IsHotEvent() {IsHot = true};
RaiseLocalEvent(ent, isHotEvent);
component.CurrentState = ExpendableLightState.Lit;
component.StateExpiryTime = component.GlowDuration;
UpdateSounds(ent);
UpdateVisualizer(ent);
return true;
}
return false;
}
private void UpdateVisualizer(Entity<ExpendableLightComponent> ent, AppearanceComponent? appearance = null)
{
var component = ent.Comp;
if (!Resolve(ent, ref appearance, false))
return;
_appearance.SetData(ent, ExpendableLightVisuals.State, component.CurrentState, appearance);
switch (component.CurrentState)
{
case ExpendableLightState.Lit:
_appearance.SetData(ent, ExpendableLightVisuals.Behavior, component.TurnOnBehaviourID, appearance);
break;
case ExpendableLightState.Fading:
_appearance.SetData(ent, ExpendableLightVisuals.Behavior, component.FadeOutBehaviourID, appearance);
break;
case ExpendableLightState.Dead:
_appearance.SetData(ent, ExpendableLightVisuals.Behavior, string.Empty, appearance);
var isHotEvent = new IsHotEvent() {IsHot = true};
RaiseLocalEvent(ent, isHotEvent);
break;
}
}
private void UpdateSounds(Entity<ExpendableLightComponent> ent)
{
var component = ent.Comp;
switch (component.CurrentState)
{
case ExpendableLightState.Lit:
_audio.PlayPvs(component.LitSound, ent);
break;
case ExpendableLightState.Fading:
break;
default:
_audio.PlayPvs(component.DieSound, ent);
break;
}
if (TryComp<ClothingComponent>(ent, out var clothing))
{
_clothing.SetEquippedPrefix(ent, component.Activated ? "Activated" : string.Empty, clothing);
}
}
private void OnExpLightInit(EntityUid uid, ExpendableLightComponent component, ComponentInit args)
{
if (TryComp<ItemComponent>(uid, out var item))
{
_item.SetHeldPrefix(uid, "unlit", component: item);
}
component.CurrentState = ExpendableLightState.BrandNew;
EntityManager.EnsureComponent<PointLightComponent>(uid);
}
private void OnExpLightUse(Entity<ExpendableLightComponent> ent, ref UseInHandEvent args)
{
if (args.Handled)
return;
if (TryActivate(ent))
args.Handled = true;
}
private void AddIgniteVerb(Entity<ExpendableLightComponent> ent, ref GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract)
return;
if (ent.Comp.CurrentState != ExpendableLightState.BrandNew)
return;
// Ignite the flare or make the glowstick glow.
// Also hot damn, those are some shitty glowsticks, we need to get a refund.
ActivationVerb verb = new()
{
Text = Loc.GetString("expendable-light-start-verb"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/light.svg.192dpi.png")),
Act = () => TryActivate(ent)
};
args.Verbs.Add(verb);
}
}
}