Files
tbd-station-14/Content.Server/Light/Components/HandheldLightComponent.cs
Swept 9d22869e58 Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-08-20 05:36:32 +00:00

301 lines
10 KiB
C#

using System.Threading.Tasks;
using Content.Server.Clothing.Components;
using Content.Server.Items;
using Content.Server.PowerCell.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Actions.Behaviors.Item;
using Content.Shared.Actions.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Light.Component;
using Content.Shared.Notification.Managers;
using Content.Shared.Rounding;
using Content.Shared.Sound;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.Light.Components
{
/// <summary>
/// Component that represents a powered handheld light source which can be toggled on and off.
/// </summary>
[RegisterComponent]
internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing
{
[ViewVariables(VVAccess.ReadWrite)] [DataField("wattage")] public float Wattage { get; set; } = 3f;
[ViewVariables] private PowerCellSlotComponent _cellSlot = default!;
private PowerCellComponent? Cell => _cellSlot.Cell;
/// <summary>
/// Status of light, whether or not it is emitting light.
/// </summary>
[ViewVariables]
public bool Activated { get; private set; }
[ViewVariables] protected override bool HasCell => _cellSlot.HasCell;
[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnSound")] public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Items/flashlight_toggle.ogg");
[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnFailSound")] public SoundSpecifier TurnOnFailSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOffSound")] public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Items/flashlight_toggle.ogg");
[ComponentDependency] private readonly ItemActionsComponent? _itemActions = null;
/// <summary>
/// Client-side ItemStatus level
/// </summary>
private byte? _lastLevel;
protected override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PointLightComponent>();
_cellSlot = Owner.EnsureComponent<PowerCellSlotComponent>();
Dirty();
}
protected override void OnRemove()
{
base.OnRemove();
Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new DeactivateHandheldLightMessage(this));
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User)) return false;
if (!_cellSlot.InsertCell(eventArgs.Using)) return false;
Dirty();
return true;
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if (Activated)
{
message.AddMarkup(Loc.GetString("handheld-light-component-on-examine-is-on-message"));
}
else
{
message.AddMarkup(Loc.GetString("handheld-light-component-on-examine-is-off-message"));
}
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return ToggleStatus(eventArgs.User);
}
/// <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(IEntity user)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanUse(user)) return false;
return Activated ? TurnOff() : TurnOn(user);
}
private bool TurnOff(bool makeNoise = true)
{
if (!Activated)
{
return false;
}
SetState(false);
Activated = false;
UpdateLightAction();
Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new DeactivateHandheldLightMessage(this));
if (makeNoise)
{
SoundSystem.Play(Filter.Pvs(Owner), TurnOffSound.GetSound(), Owner);
}
return true;
}
private bool TurnOn(IEntity user)
{
if (Activated)
{
return false;
}
if (Cell == null)
{
SoundSystem.Play(Filter.Pvs(Owner), TurnOnFailSound.GetSound(), Owner);
Owner.PopupMessage(user, Loc.GetString("handheld-light-component-cell-missing-message"));
UpdateLightAction();
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 (Wattage > Cell.CurrentCharge)
{
SoundSystem.Play(Filter.Pvs(Owner), TurnOnFailSound.GetSound(), Owner);
Owner.PopupMessage(user, Loc.GetString("handheld-light-component-cell-dead-message"));
UpdateLightAction();
return false;
}
Activated = true;
UpdateLightAction();
SetState(true);
Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new ActivateHandheldLightMessage(this));
SoundSystem.Play(Filter.Pvs(Owner), TurnOnSound.GetSound(), Owner);
return true;
}
private void SetState(bool on)
{
if (Owner.TryGetComponent(out SpriteComponent? sprite))
{
sprite.LayerSetVisible(1, on);
}
if (Owner.TryGetComponent(out PointLightComponent? light))
{
light.Enabled = on;
}
if (Owner.TryGetComponent(out ClothingComponent? clothing))
{
clothing.ClothingEquippedPrefix = Loc.GetString(on ? "on" : "off");
}
if (Owner.TryGetComponent(out ItemComponent? item))
{
item.EquippedPrefix = Loc.GetString(on ? "on" : "off");
}
}
private void UpdateLightAction()
{
_itemActions?.Toggle(ItemActionType.ToggleLight, Activated);
}
public void OnUpdate(float frameTime)
{
if (Cell == null)
{
TurnOff(false);
return;
}
var appearanceComponent = Owner.GetComponent<AppearanceComponent>();
if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.70)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
}
else if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.90)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
}
else
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
}
if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
var level = GetLevel();
if (level != _lastLevel)
{
_lastLevel = level;
Dirty();
}
}
// 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.
private byte? GetLevel()
{
if (Cell == null)
return null;
var currentCharge = Cell.CurrentCharge;
if (MathHelper.CloseTo(currentCharge, 0) || Wattage > currentCharge)
return 0;
return (byte?) ContentHelpers.RoundToNearestLevels(currentCharge / Cell.MaxCharge * 255, 255, StatusLevels);
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new HandheldLightComponentState(GetLevel());
}
[Verb]
public sealed class ToggleLightVerb : Verb<HandheldLightComponent>
{
protected override void GetData(IEntity user, HandheldLightComponent component, VerbData data)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("toggle-light-verb-get-data-text");
}
protected override void Activate(IEntity user, HandheldLightComponent component)
{
component.ToggleStatus(user);
}
}
}
[UsedImplicitly]
[DataDefinition]
public class ToggleLightAction : IToggleItemAction
{
public bool DoToggleAction(ToggleItemActionEventArgs args)
{
if (!args.Item.TryGetComponent<HandheldLightComponent>(out var lightComponent)) return false;
if (lightComponent.Activated == args.ToggledOn) return false;
return lightComponent.ToggleStatus(args.Performer);
}
}
internal sealed class ActivateHandheldLightMessage : EntityEventArgs
{
public HandheldLightComponent Component { get; }
public ActivateHandheldLightMessage(HandheldLightComponent component)
{
Component = component;
}
}
internal sealed class DeactivateHandheldLightMessage : EntityEventArgs
{
public HandheldLightComponent Component { get; }
public DeactivateHandheldLightMessage(HandheldLightComponent component)
{
Component = component;
}
}
}