# Conflicts: # Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs # Content.Server/GameObjects/Components/Botany/PlantHolderComponent.cs # Content.Server/GameObjects/Components/Chemistry/PillComponent.cs # Content.Server/GameObjects/Components/Interactable/TilePryingComponent.cs # Content.Server/GameObjects/Components/Items/FloorTileItemComponent.cs # Content.Server/GameObjects/Components/Items/RCD/RCDAmmoComponent.cs # Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs # Content.Server/GameObjects/Components/Medical/HealingComponent.cs # Content.Server/GameObjects/Components/Power/WirePlacerComponent.cs # Content.Shared/Chemistry/Solution.cs
141 lines
4.3 KiB
C#
141 lines
4.3 KiB
C#
#nullable enable
|
|
using System;
|
|
using Content.Shared.Audio;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.Interfaces.Random;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers
|
|
{
|
|
public enum LightBulbState
|
|
{
|
|
Normal,
|
|
Broken,
|
|
Burned,
|
|
}
|
|
|
|
public enum LightBulbType
|
|
{
|
|
Bulb,
|
|
Tube,
|
|
}
|
|
|
|
/// <summary>
|
|
/// Component that represents a light bulb. Can be broken, or burned, which turns them mostly useless.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class LightBulbComponent : Component, ILand, IBreakAct
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
|
|
/// <summary>
|
|
/// Invoked whenever the state of the light bulb changes.
|
|
/// </summary>
|
|
public event EventHandler<EventArgs>? OnLightBulbStateChange;
|
|
public event EventHandler<EventArgs?>? OnLightColorChange;
|
|
|
|
private Color _color = Color.White;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)] public Color Color
|
|
{
|
|
get { return _color; }
|
|
set
|
|
{
|
|
_color = value;
|
|
OnLightColorChange?.Invoke(this, null);
|
|
UpdateColor();
|
|
}
|
|
}
|
|
|
|
public override string Name => "LightBulb";
|
|
|
|
public LightBulbType Type = LightBulbType.Tube;
|
|
|
|
private int _burningTemperature;
|
|
public int BurningTemperature => _burningTemperature;
|
|
|
|
private int _powerUse;
|
|
public int PowerUse => _powerUse;
|
|
|
|
/// <summary>
|
|
/// The current state of the light bulb. Invokes the OnLightBulbStateChange event when set.
|
|
/// It also updates the bulb's sprite accordingly.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)] public LightBulbState State
|
|
{
|
|
get { return _state; }
|
|
set
|
|
{
|
|
var sprite = Owner.GetComponent<SpriteComponent>();
|
|
OnLightBulbStateChange?.Invoke(this, EventArgs.Empty);
|
|
_state = value;
|
|
switch (value)
|
|
{
|
|
case LightBulbState.Normal:
|
|
sprite.LayerSetState(0, "normal");
|
|
break;
|
|
case LightBulbState.Broken:
|
|
sprite.LayerSetState(0, "broken");
|
|
break;
|
|
case LightBulbState.Burned:
|
|
sprite.LayerSetState(0, "burned");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private LightBulbState _state = LightBulbState.Normal;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
serializer.DataField(ref Type, "bulb", LightBulbType.Tube);
|
|
serializer.DataField(ref _color, "color", Color.White);
|
|
serializer.DataFieldCached(ref _burningTemperature, "BurningTemperature", 1400);
|
|
serializer.DataFieldCached(ref _powerUse, "PowerUse", 40);
|
|
}
|
|
|
|
public void UpdateColor()
|
|
{
|
|
if (!Owner.TryGetComponent(out SpriteComponent? sprite))
|
|
{
|
|
return;
|
|
}
|
|
|
|
sprite.Color = Color;
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
UpdateColor();
|
|
}
|
|
|
|
void ILand.Land(LandEventArgs eventArgs)
|
|
{
|
|
|
|
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>("GlassBreak");
|
|
var file = _random.Pick(soundCollection.PickFiles);
|
|
|
|
EntitySystem.Get<AudioSystem>().PlayFromEntity(file, Owner);
|
|
|
|
State = LightBulbState.Broken;
|
|
}
|
|
|
|
public void OnBreak(BreakageEventArgs eventArgs)
|
|
{
|
|
State = LightBulbState.Broken;
|
|
}
|
|
}
|
|
}
|