* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
305 lines
11 KiB
C#
305 lines
11 KiB
C#
using Content.Server.Actions;
|
|
using Content.Server.Popups;
|
|
using Content.Server.PowerCell;
|
|
using Content.Shared.Actions;
|
|
using Content.Shared.Actions.ActionTypes;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Light;
|
|
using Content.Shared.Rounding;
|
|
using Content.Shared.Toggleable;
|
|
using Content.Shared.Verbs;
|
|
using JetBrains.Annotations;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Light.EntitySystems
|
|
{
|
|
[UsedImplicitly]
|
|
public sealed class HandheldLightSystem : SharedHandheldLightSystem
|
|
{
|
|
[Dependency] private readonly ActionsSystem _actions = default!;
|
|
[Dependency] private readonly PopupSystem _popup = default!;
|
|
[Dependency] private readonly PowerCellSystem _powerCell = default!;
|
|
[Dependency] private readonly IPrototypeManager _proto = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
|
|
|
// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
|
|
// But for now this will be better anyway.
|
|
private readonly HashSet<HandheldLightComponent> _activeLights = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<HandheldLightComponent, ComponentRemove>(OnRemove);
|
|
SubscribeLocalEvent<HandheldLightComponent, ComponentGetState>(OnGetState);
|
|
|
|
SubscribeLocalEvent<HandheldLightComponent, MapInitEvent>(OnMapInit);
|
|
SubscribeLocalEvent<HandheldLightComponent, ComponentShutdown>(OnShutdown);
|
|
|
|
SubscribeLocalEvent<HandheldLightComponent, ExaminedEvent>(OnExamine);
|
|
SubscribeLocalEvent<HandheldLightComponent, GetVerbsEvent<ActivationVerb>>(AddToggleLightVerb);
|
|
|
|
SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
|
|
|
|
SubscribeLocalEvent<HandheldLightComponent, GetItemActionsEvent>(OnGetActions);
|
|
SubscribeLocalEvent<HandheldLightComponent, ToggleActionEvent>(OnToggleAction);
|
|
|
|
SubscribeLocalEvent<HandheldLightComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
|
|
SubscribeLocalEvent<HandheldLightComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
|
|
}
|
|
|
|
private void OnEntInserted(
|
|
EntityUid uid,
|
|
HandheldLightComponent component,
|
|
EntInsertedIntoContainerMessage args)
|
|
{
|
|
// Not guaranteed to be the correct container for our slot, I don't care.
|
|
UpdateLevel(uid, component);
|
|
}
|
|
|
|
private void OnEntRemoved(
|
|
EntityUid uid,
|
|
HandheldLightComponent component,
|
|
EntRemovedFromContainerMessage args)
|
|
{
|
|
// Ditto above
|
|
UpdateLevel(uid, component);
|
|
}
|
|
|
|
private void OnGetActions(EntityUid uid, HandheldLightComponent component, GetItemActionsEvent args)
|
|
{
|
|
if (component.ToggleAction == null
|
|
&& _proto.TryIndex(component.ToggleActionId, out InstantActionPrototype? act))
|
|
{
|
|
component.ToggleAction = new(act);
|
|
}
|
|
|
|
if (component.ToggleAction != null)
|
|
args.Actions.Add(component.ToggleAction);
|
|
}
|
|
|
|
private void OnToggleAction(EntityUid uid, HandheldLightComponent component, ToggleActionEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (component.Activated)
|
|
TurnOff(uid, component);
|
|
else
|
|
TurnOn(args.Performer, uid, component);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnGetState(EntityUid uid, HandheldLightComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new HandheldLightComponent.HandheldLightComponentState(component.Activated, GetLevel(uid, component));
|
|
}
|
|
|
|
private void OnMapInit(EntityUid uid, HandheldLightComponent component, MapInitEvent args)
|
|
{
|
|
if (component.ToggleAction == null
|
|
&& _proto.TryIndex(component.ToggleActionId, out InstantActionPrototype? act))
|
|
{
|
|
component.ToggleAction = new(act);
|
|
}
|
|
|
|
if (component.ToggleAction != null)
|
|
_actions.AddAction(uid, component.ToggleAction, null);
|
|
}
|
|
|
|
private void OnShutdown(EntityUid uid, HandheldLightComponent component, ComponentShutdown args)
|
|
{
|
|
if (component.ToggleAction != null)
|
|
_actions.RemoveAction(uid, component.ToggleAction);
|
|
}
|
|
|
|
private byte? GetLevel(EntityUid uid, HandheldLightComponent component)
|
|
{
|
|
// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
|
|
// Thus we'll just check if the level changes.
|
|
|
|
if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
|
|
return null;
|
|
|
|
if (MathHelper.CloseToPercent(battery.CurrentCharge, 0) || component.Wattage > battery.CurrentCharge)
|
|
return 0;
|
|
|
|
return (byte?) ContentHelpers.RoundToNearestLevels(battery.CurrentCharge / battery.MaxCharge * 255, 255, HandheldLightComponent.StatusLevels);
|
|
}
|
|
|
|
private void OnRemove(EntityUid uid, HandheldLightComponent component, ComponentRemove args)
|
|
{
|
|
_activeLights.Remove(component);
|
|
}
|
|
|
|
private void OnActivate(EntityUid uid, HandheldLightComponent component, ActivateInWorldEvent args)
|
|
{
|
|
if (args.Handled || !component.ToggleOnInteract)
|
|
return;
|
|
|
|
if (ToggleStatus(args.User, uid, component))
|
|
args.Handled = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Illuminates the light if it is not active, extinguishes it if it is active.
|
|
/// </summary>
|
|
/// <returns>True if the light's status was toggled, false otherwise.</returns>
|
|
public bool ToggleStatus(EntityUid user, EntityUid uid, HandheldLightComponent component)
|
|
{
|
|
return component.Activated ? TurnOff(uid, component) : TurnOn(user, uid, component);
|
|
}
|
|
|
|
private void OnExamine(EntityUid uid, HandheldLightComponent component, ExaminedEvent args)
|
|
{
|
|
args.PushMarkup(component.Activated
|
|
? Loc.GetString("handheld-light-component-on-examine-is-on-message")
|
|
: Loc.GetString("handheld-light-component-on-examine-is-off-message"));
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
_activeLights.Clear();
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
var toRemove = new RemQueue<HandheldLightComponent>();
|
|
|
|
foreach (var handheld in _activeLights)
|
|
{
|
|
var uid = handheld.Owner;
|
|
|
|
if (handheld.Deleted)
|
|
{
|
|
toRemove.Add(handheld);
|
|
continue;
|
|
}
|
|
|
|
if (Paused(uid)) continue;
|
|
TryUpdate(uid, handheld, frameTime);
|
|
}
|
|
|
|
foreach (var light in toRemove)
|
|
{
|
|
_activeLights.Remove(light);
|
|
}
|
|
}
|
|
|
|
private void AddToggleLightVerb(EntityUid uid, HandheldLightComponent component, GetVerbsEvent<ActivationVerb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract || !component.ToggleOnInteract)
|
|
return;
|
|
|
|
ActivationVerb verb = new()
|
|
{
|
|
Text = Loc.GetString("verb-common-toggle-light"),
|
|
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/light.svg.192dpi.png")),
|
|
Act = component.Activated
|
|
? () => TurnOff(uid, component)
|
|
: () => TurnOn(args.User, uid, component)
|
|
};
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
public bool TurnOff(EntityUid uid, HandheldLightComponent component, bool makeNoise = true)
|
|
{
|
|
if (!component.Activated || !TryComp<PointLightComponent>(uid, out var pointLightComponent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
pointLightComponent.Enabled = false;
|
|
SetActivated(uid, false, component, makeNoise);
|
|
component.Level = null;
|
|
_activeLights.Remove(component);
|
|
return true;
|
|
}
|
|
|
|
public bool TurnOn(EntityUid user, EntityUid uid, HandheldLightComponent component)
|
|
{
|
|
if (component.Activated || !TryComp<PointLightComponent>(uid, out var pointLightComponent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery) &&
|
|
!TryComp(uid, out battery))
|
|
{
|
|
_audio.PlayPvs(_audio.GetSound(component.TurnOnFailSound), uid);
|
|
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), uid, user);
|
|
return false;
|
|
}
|
|
|
|
// To prevent having to worry about frame time in here.
|
|
// Let's just say you need a whole second of charge before you can turn it on.
|
|
// Simple enough.
|
|
if (component.Wattage > battery.CurrentCharge)
|
|
{
|
|
_audio.PlayPvs(_audio.GetSound(component.TurnOnFailSound), uid);
|
|
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), uid, user);
|
|
return false;
|
|
}
|
|
|
|
pointLightComponent.Enabled = true;
|
|
SetActivated(uid, true, component, true);
|
|
_activeLights.Add(component);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void TryUpdate(EntityUid uid, HandheldLightComponent component, float frameTime)
|
|
{
|
|
if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery) &&
|
|
!TryComp(uid, out battery))
|
|
{
|
|
TurnOff(uid, component, false);
|
|
return;
|
|
}
|
|
|
|
var appearanceComponent = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
|
|
|
|
var fraction = battery.CurrentCharge / battery.MaxCharge;
|
|
if (fraction >= 0.30)
|
|
{
|
|
_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower, appearanceComponent);
|
|
}
|
|
else if (fraction >= 0.10)
|
|
{
|
|
_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower, appearanceComponent);
|
|
}
|
|
else
|
|
{
|
|
_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.Dying, appearanceComponent);
|
|
}
|
|
|
|
if (component.Activated && !battery.TryUseCharge(component.Wattage * frameTime))
|
|
TurnOff(uid, component, false);
|
|
|
|
UpdateLevel(uid, component);
|
|
}
|
|
|
|
private void UpdateLevel(EntityUid uid, HandheldLightComponent comp)
|
|
{
|
|
var level = GetLevel(uid, comp);
|
|
|
|
if (level == comp.Level)
|
|
return;
|
|
|
|
comp.Level = level;
|
|
Dirty(comp);
|
|
}
|
|
}
|
|
}
|