* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
445 lines
17 KiB
C#
445 lines
17 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.DeviceLinking.Events;
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using Content.Server.DeviceLinking.Systems;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Emp;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Damage.Components;
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using Content.Shared.Power;
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namespace Content.Server.Light.EntitySystems
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{
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/// <summary>
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/// System for the PoweredLightComponents
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/// </summary>
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public sealed class PoweredLightSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSystem = default!;
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[Dependency] private readonly LightBulbSystem _bulbSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly DamageOnInteractSystem _damageOnInteractSystem = default!;
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private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
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public const string LightBulbContainer = "light_bulb";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PoweredLightComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<PoweredLightComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PoweredLightComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<PoweredLightComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<PoweredLightComponent, GhostBooEvent>(OnGhostBoo);
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SubscribeLocalEvent<PoweredLightComponent, DamageChangedEvent>(HandleLightDamaged);
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SubscribeLocalEvent<PoweredLightComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<PoweredLightComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<PoweredLightComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<PoweredLightComponent, PoweredLightDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<PoweredLightComponent, EmpPulseEvent>(OnEmpPulse);
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}
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private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args)
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{
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light.LightBulbContainer = _containerSystem.EnsureContainer<ContainerSlot>(uid, LightBulbContainer);
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_signalSystem.EnsureSinkPorts(uid, light.OnPort, light.OffPort, light.TogglePort);
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}
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private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args)
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{
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// TODO: Use ContainerFill dog
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if (light.HasLampOnSpawn != null)
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{
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var entity = EntityManager.SpawnEntity(light.HasLampOnSpawn, EntityManager.GetComponent<TransformComponent>(uid).Coordinates);
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_containerSystem.Insert(entity, light.LightBulbContainer);
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}
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// need this to update visualizers
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UpdateLight(uid, light);
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}
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private void OnInteractUsing(EntityUid uid, PoweredLightComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = InsertBulb(uid, args.Used, component);
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}
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private void OnInteractHand(EntityUid uid, PoweredLightComponent light, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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// check if light has bulb to eject
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null)
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return;
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var userUid = args.User;
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//removing a broken/burned bulb, so allow instant removal
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if(TryComp<LightBulbComponent>(bulbUid.Value, out var bulb) && bulb.State != LightBulbState.Normal)
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{
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args.Handled = EjectBulb(uid, userUid, light) != null;
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return;
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}
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// removing a working bulb, so require a delay
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, userUid, light.EjectBulbDelay, new PoweredLightDoAfterEvent(), uid, target: uid)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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});
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args.Handled = true;
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}
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#region Bulb Logic API
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/// <summary>
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/// Inserts the bulb if possible.
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/// </summary>
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/// <returns>True if it could insert it, false if it couldn't.</returns>
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public bool InsertBulb(EntityUid uid, EntityUid bulbUid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return false;
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// check if light already has bulb
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if (GetBulb(uid, light) != null)
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return false;
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// check if bulb fits
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if (!EntityManager.TryGetComponent(bulbUid, out LightBulbComponent? lightBulb))
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return false;
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if (lightBulb.Type != light.BulbType)
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return false;
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// try to insert bulb in container
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if (!_containerSystem.Insert(bulbUid, light.LightBulbContainer))
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return false;
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UpdateLight(uid, light);
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return true;
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}
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/// <summary>
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/// Ejects the bulb to a mob's hand if possible.
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/// </summary>
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/// <returns>Bulb uid if it was successfully ejected, null otherwise</returns>
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public EntityUid? EjectBulb(EntityUid uid, EntityUid? userUid = null, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return null;
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// check if light has bulb
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if (GetBulb(uid, light) is not { Valid: true } bulb)
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return null;
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// try to remove bulb from container
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if (!_containerSystem.Remove(bulb, light.LightBulbContainer))
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return null;
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// try to place bulb in hands
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_handsSystem.PickupOrDrop(userUid, bulb);
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UpdateLight(uid, light);
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return bulb;
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}
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/// <summary>
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/// Replaces the spawned prototype of a pre-mapinit powered light with a different variant.
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/// </summary>
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public bool ReplaceSpawnedPrototype(Entity<PoweredLightComponent> light, string bulb)
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{
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if (light.Comp.LightBulbContainer.ContainedEntity != null)
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return false;
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if (LifeStage(light.Owner) >= EntityLifeStage.MapInitialized)
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return false;
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light.Comp.HasLampOnSpawn = bulb;
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return true;
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}
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/// <summary>
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/// Try to replace current bulb with a new one
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/// If succeed old bulb just drops on floor
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/// </summary>
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public bool ReplaceBulb(EntityUid uid, EntityUid bulb, PoweredLightComponent? light = null)
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{
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EjectBulb(uid, null, light);
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return InsertBulb(uid, bulb, light);
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}
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/// <summary>
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/// Try to get light bulb inserted in powered light
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/// </summary>
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/// <returns>Bulb uid if it exist, null otherwise</returns>
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public EntityUid? GetBulb(EntityUid uid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return null;
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return light.LightBulbContainer.ContainedEntity;
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}
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/// <summary>
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/// Try to break bulb inside light fixture
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/// </summary>
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public bool TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light, false))
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return false;
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// if we aren't mapinited,
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// just null the spawned bulb
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if (LifeStage(uid) < EntityLifeStage.MapInitialized)
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{
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light.HasLampOnSpawn = null;
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return true;
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}
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// check bulb state
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
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return false;
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if (lightBulb.State == LightBulbState.Broken)
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return false;
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// break it
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_bulbSystem.SetState(bulbUid.Value, LightBulbState.Broken, lightBulb);
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_bulbSystem.PlayBreakSound(bulbUid.Value, lightBulb);
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UpdateLight(uid, light);
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return true;
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}
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#endregion
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private void UpdateLight(EntityUid uid,
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PoweredLightComponent? light = null,
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ApcPowerReceiverComponent? powerReceiver = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref light, ref powerReceiver, false))
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return;
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// Optional component.
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Resolve(uid, ref appearance, false);
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// check if light has bulb
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
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{
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SetLight(uid, false, light: light);
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powerReceiver.Load = 0;
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Empty, appearance);
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return;
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}
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switch (lightBulb.State)
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{
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case LightBulbState.Normal:
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if (powerReceiver.Powered && light.On)
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{
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SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.On, appearance);
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var time = _gameTiming.CurTime;
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if (time > light.LastThunk + ThunkDelay)
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{
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light.LastThunk = time;
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_audio.PlayEntity(light.TurnOnSound, Filter.Pvs(uid), uid, true, AudioParams.Default.WithVolume(-10f));
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}
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}
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else
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{
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SetLight(uid, false, light: light);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Off, appearance);
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}
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break;
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case LightBulbState.Broken:
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SetLight(uid, false, light: light);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Broken, appearance);
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break;
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case LightBulbState.Burned:
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SetLight(uid, false, light: light);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Burned, appearance);
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break;
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}
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powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0;
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}
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/// <summary>
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/// Destroy the light bulb if the light took any damage.
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/// </summary>
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public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args)
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{
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// Was it being repaired, or did it take damage?
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if (args.DamageIncreased)
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{
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// Eventually, this logic should all be done by this (or some other) system, not a component.
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TryDestroyBulb(uid, component);
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}
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}
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private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
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{
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if (light.IgnoreGhostsBoo)
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return;
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// check cooldown first to prevent abuse
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var time = _gameTiming.CurTime;
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if (light.LastGhostBlink != null)
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{
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if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown)
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return;
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}
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light.LastGhostBlink = time;
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ToggleBlinkingLight(uid, light, true);
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uid.SpawnTimer(light.GhostBlinkingTime, () =>
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{
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ToggleBlinkingLight(uid, light, false);
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});
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args.Handled = true;
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}
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private void OnPowerChanged(EntityUid uid, PoweredLightComponent component, ref PowerChangedEvent args)
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{
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// TODO: Power moment
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var metadata = MetaData(uid);
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if (metadata.EntityPaused || TerminatingOrDeleted(uid, metadata))
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return;
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UpdateLight(uid, component);
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}
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public void ToggleBlinkingLight(EntityUid uid, PoweredLightComponent light, bool isNowBlinking)
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{
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if (light.IsBlinking == isNowBlinking)
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return;
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light.IsBlinking = isNowBlinking;
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if (!EntityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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return;
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_appearance.SetData(uid, PoweredLightVisuals.Blinking, isNowBlinking, appearance);
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}
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private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, ref SignalReceivedEvent args)
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{
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if (args.Port == component.OffPort)
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SetState(uid, false, component);
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else if (args.Port == component.OnPort)
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SetState(uid, true, component);
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else if (args.Port == component.TogglePort)
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ToggleLight(uid, component);
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}
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/// <summary>
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/// Turns the light on or of when receiving a <see cref="DeviceNetworkConstants.CmdSetState"/> command.
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/// The light is turned on or of according to the <see cref="DeviceNetworkConstants.StateEnabled"/> value
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/// </summary>
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private void OnPacketReceived(EntityUid uid, PoweredLightComponent component, DeviceNetworkPacketEvent args)
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{
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if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command) || command != DeviceNetworkConstants.CmdSetState) return;
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if (!args.Data.TryGetValue(DeviceNetworkConstants.StateEnabled, out bool enabled)) return;
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SetState(uid, enabled, component);
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}
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private void SetLight(EntityUid uid, bool value, Color? color = null, PoweredLightComponent? light = null, float? radius = null, float? energy = null, float? softness = null)
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{
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if (!Resolve(uid, ref light))
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return;
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light.CurrentLit = value;
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_ambientSystem.SetAmbience(uid, value);
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if (EntityManager.TryGetComponent(uid, out PointLightComponent? pointLight))
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{
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_pointLight.SetEnabled(uid, value, pointLight);
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if (color != null)
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_pointLight.SetColor(uid, color.Value, pointLight);
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if (radius != null)
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_pointLight.SetRadius(uid, (float) radius, pointLight);
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if (energy != null)
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_pointLight.SetEnergy(uid, (float) energy, pointLight);
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if (softness != null)
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_pointLight.SetSoftness(uid, (float) softness, pointLight);
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}
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// light bulbs burn your hands!
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if (TryComp<DamageOnInteractComponent>(uid, out var damageOnInteractComp))
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_damageOnInteractSystem.SetIsDamageActiveTo((uid, damageOnInteractComp), value);
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}
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public void ToggleLight(EntityUid uid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return;
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light.On = !light.On;
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UpdateLight(uid, light);
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}
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public void SetState(EntityUid uid, bool state, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return;
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light.On = state;
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UpdateLight(uid, light);
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}
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private void OnDoAfter(EntityUid uid, PoweredLightComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null)
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return;
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EjectBulb(args.Args.Target.Value, args.Args.User, component);
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args.Handled = true;
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}
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private void OnEmpPulse(EntityUid uid, PoweredLightComponent component, ref EmpPulseEvent args)
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{
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if (TryDestroyBulb(uid, component))
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args.Affected = true;
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}
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}
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}
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