* Add test that puts all components on an entity and checks for no exceptions Also fix all the exceptions that happened because of this * Add comments to the test * Fix nullable errors * Fix more nullable errors * More nullable error fixes * Unignore basic actor component * Fix more nullable errors * NULLABLE ERROR * Add string interpolation * Merge if checks * Remove redundant pragma warning disable 649 * Address reviews * Remove null wrappers around TryGetComponent * Merge conflict fixes * APC battery component error fix * Fix power test * Fix atmos mapgrid usages
129 lines
3.6 KiB
C#
129 lines
3.6 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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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.BarSign
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{
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[RegisterComponent]
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public class BarSignComponent : Component, IMapInit
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{
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public override string Name => "BarSign";
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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private string? _currentSign;
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[ViewVariables(VVAccess.ReadWrite)]
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public string? CurrentSign
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{
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get => _currentSign;
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set
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{
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_currentSign = value;
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UpdateSignInfo();
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}
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}
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private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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private void UpdateSignInfo()
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{
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if (_currentSign == null)
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{
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return;
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}
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if (!_prototypeManager.TryIndex(_currentSign, out BarSignPrototype prototype))
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{
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Logger.ErrorS("barSign", $"Invalid bar sign prototype: \"{_currentSign}\"");
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return;
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}
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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if (!Powered)
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{
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sprite.LayerSetState(0, "empty");
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sprite.LayerSetShader(0, "shaded");
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}
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else
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{
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sprite.LayerSetState(0, prototype.Icon);
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sprite.LayerSetShader(0, "unshaded");
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}
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}
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if (!string.IsNullOrEmpty(prototype.Name))
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{
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Owner.Name = prototype.Name;
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}
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else
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{
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Owner.Name = Loc.GetString("bar sign");
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}
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Owner.Description = prototype.Description;
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}
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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receiver.OnPowerStateChanged += PowerOnOnPowerStateChanged;
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}
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UpdateSignInfo();
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}
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public override void OnRemove()
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{
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if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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receiver.OnPowerStateChanged -= PowerOnOnPowerStateChanged;
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}
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base.OnRemove();
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}
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private void PowerOnOnPowerStateChanged(object? sender, PowerStateEventArgs e)
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{
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UpdateSignInfo();
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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 _currentSign, "current", null);
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}
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public void MapInit()
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{
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if (_currentSign != null)
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{
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return;
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}
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var prototypes = _prototypeManager.EnumeratePrototypes<BarSignPrototype>().Where(p => !p.Hidden)
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.ToList();
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var prototype = _robustRandom.Pick(prototypes);
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CurrentSign = prototype.ID;
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}
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}
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}
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