* Fix 7574 * Added .Load to broken and burned states * 2am head * I swear after this I'm reading every single power code line there eis
400 lines
16 KiB
C#
400 lines
16 KiB
C#
using System;
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using Content.Server.Administration.Logs;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.MachineLinking.Events;
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using Content.Server.MachineLinking.Components;
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using Content.Server.Power.Components;
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using Content.Server.Temperature.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.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Light;
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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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namespace Content.Server.Light.EntitySystems
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{
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/// <summary>
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/// System for the PoweredLightComponens
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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 DamageableSystem _damageableSystem = 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 SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly AdminLogSystem _logSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
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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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}
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private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args)
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{
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light.LightBulbContainer = light.Owner.EnsureContainer<ContainerSlot>("light_bulb");
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var receiver = EnsureComp<SignalReceiverComponent>(uid);
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foreach (string port in new[] { "On", "Off", "Toggle" })
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if (!receiver.Inputs.ContainsKey(port))
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receiver.AddPort(port);
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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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if (light.HasLampOnSpawn != null)
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{
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var entity = EntityManager.SpawnEntity(light.HasLampOnSpawn, EntityManager.GetComponent<TransformComponent>(light.Owner).Coordinates);
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light.LightBulbContainer.Insert(entity);
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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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// check if it's possible to apply burn damage to user
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var userUid = args.User;
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if (EntityManager.TryGetComponent(userUid, out HeatResistanceComponent? heatResist) &&
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EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
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{
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// get users heat resistance
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var res = heatResist.GetHeatResistance();
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// check heat resistance against user
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var burnedHand = light.CurrentLit && res < lightBulb.BurningTemperature;
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if (burnedHand)
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{
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// apply damage to users hands and show message with sound
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var burnMsg = Loc.GetString("powered-light-component-burn-hand");
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_popupSystem.PopupEntity(burnMsg, uid, Filter.Entities(userUid));
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var damage = _damageableSystem.TryChangeDamage(userUid, light.Damage);
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if (damage != null)
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_logSystem.Add(LogType.Damaged,
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$"{ToPrettyString(args.User):user} burned their hand on {ToPrettyString(args.Target):target} and received {damage.Total:damage} damage");
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SoundSystem.Play(Filter.Pvs(uid), light.BurnHandSound.GetSound(), uid);
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args.Handled = true;
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return;
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}
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}
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// all checks passed
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// just try to eject bulb
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args.Handled = EjectBulb(uid, userUid, light) != null;
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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 (!light.LightBulbContainer.Insert(bulbUid))
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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 (!light.LightBulbContainer.Remove(bulb))
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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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/// 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 void TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
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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;
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if (lightBulb.State == LightBulbState.Broken)
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return;
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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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}
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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))
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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(PoweredLightVisuals.BulbState, PoweredLightState.Empty);
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return;
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}
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else
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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(PoweredLightVisuals.BulbState, PoweredLightState.On);
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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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SoundSystem.Play(Filter.Pvs(uid), light.TurnOnSound.GetSound(), uid, 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(PoweredLightVisuals.BulbState, PoweredLightState.Off);
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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(PoweredLightVisuals.BulbState, PoweredLightState.Broken);
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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(PoweredLightVisuals.BulbState, PoweredLightState.Burned);
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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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}
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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(light, true);
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light.Owner.SpawnTimer(light.GhostBlinkingTime, () =>
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{
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ToggleBlinkingLight(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, PowerChangedEvent args)
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{
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UpdateLight(uid, component);
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}
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public void ToggleBlinkingLight(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(light.Owner, out AppearanceComponent? appearance))
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return;
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appearance.SetData(PoweredLightVisuals.Blinking, isNowBlinking);
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}
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private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, SignalReceivedEvent args)
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{
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switch (args.Port)
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{
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case "On": SetState(uid, true, component); break;
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case "Off": SetState(uid, false, component); break;
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case "Toggle": ToggleLight(uid, component); break;
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}
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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.Enabled = value;
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if (color != null)
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pointLight.Color = color.Value;
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if (radius != null)
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pointLight.Radius = (float) radius;
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if (energy != null)
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pointLight.Energy = (float) energy;
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if (softness != null)
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pointLight.Softness = (float) softness;
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}
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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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}
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}
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