Files
tbd-station-14/Content.Server/Light/Components/ExpendableLightComponent.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

174 lines
5.5 KiB
C#

using Content.Server.Clothing.Components;
using Content.Server.Items;
using Content.Shared.Interaction;
using Content.Shared.Light.Component;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.ViewVariables;
namespace Content.Server.Light.Components
{
/// <summary>
/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
/// </summary>
[RegisterComponent]
public class ExpendableLightComponent : SharedExpendableLightComponent, IUse
{
/// <summary>
/// Status of light, whether or not it is emitting light.
/// </summary>
[ViewVariables]
public bool Activated => CurrentState == ExpendableLightState.Lit || CurrentState == ExpendableLightState.Fading;
[ViewVariables]
private float _stateExpiryTime = default;
private AppearanceComponent? _appearance = default;
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return TryActivate();
}
protected override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "unlit";
}
CurrentState = ExpendableLightState.BrandNew;
Owner.EnsureComponent<PointLightComponent>();
Owner.TryGetComponent(out _appearance);
}
/// <summary>
/// Enables the light if it is not active. Once active it cannot be turned off.
/// </summary>
public bool TryActivate()
{
if (!Activated && CurrentState == ExpendableLightState.BrandNew)
{
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "lit";
}
CurrentState = ExpendableLightState.Lit;
_stateExpiryTime = GlowDuration;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
return true;
}
return false;
}
private void UpdateVisualizer()
{
_appearance?.SetData(ExpendableLightVisuals.State, CurrentState);
switch (CurrentState)
{
case ExpendableLightState.Lit:
_appearance?.SetData(ExpendableLightVisuals.Behavior, TurnOnBehaviourID);
break;
case ExpendableLightState.Fading:
_appearance?.SetData(ExpendableLightVisuals.Behavior, FadeOutBehaviourID);
break;
case ExpendableLightState.Dead:
_appearance?.SetData(ExpendableLightVisuals.Behavior, string.Empty);
break;
}
}
private void UpdateSpriteAndSounds(bool on)
{
if (Owner.TryGetComponent(out SpriteComponent? sprite))
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
{
SoundSystem.Play(Filter.Pvs(Owner), LitSound.GetSound(), Owner);
if (IconStateLit != string.Empty)
{
sprite.LayerSetState(2, IconStateLit);
sprite.LayerSetShader(2, "shaded");
}
sprite.LayerSetVisible(1, true);
break;
}
case ExpendableLightState.Fading:
{
break;
}
default:
case ExpendableLightState.Dead:
{
if (DieSound != null) SoundSystem.Play(Filter.Pvs(Owner), DieSound.GetSound(), Owner);
sprite.LayerSetState(0, IconStateSpent);
sprite.LayerSetShader(0, "shaded");
sprite.LayerSetVisible(1, false);
break;
}
}
}
if (Owner.TryGetComponent(out ClothingComponent? clothing))
{
clothing.ClothingEquippedPrefix = on ? "Activated" : string.Empty;
}
}
public void Update(float frameTime)
{
if (!Activated) return;
_stateExpiryTime -= frameTime;
if (_stateExpiryTime <= 0f)
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
CurrentState = ExpendableLightState.Fading;
_stateExpiryTime = FadeOutDuration;
UpdateVisualizer();
break;
default:
case ExpendableLightState.Fading:
CurrentState = ExpendableLightState.Dead;
Owner.Name = SpentName;
Owner.Description = SpentDesc;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "unlit";
}
break;
}
}
}
}
}