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