* Refactor battery/powercell assets and add new ones. * committing before I fuck things up * slot component doned I think * dictionary update * Fixes * Moving flashlight to powerslotcomponent * har har i am using the message tubes * Better documentation comment * Reverting this overengineered garbage. * Off with ye I said * Examine texts. * Some minor fixes to IDE complaints * slot size from yaml * Ignored component + removing a useless typo entry * Making stunbatons use this * Handle the message and remove some unnecessary dirtiness * actionblocker checks * remove unused file * remove updatevisual * make these nullable * make these nullable too * Unrename sprite folder * check itemcomponent on insertion * Use SendMessage over Owner.SendMessage * Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it. * get rid of public fields which are Bad * add a description for the stun baton while i'm in here * one more public field * Add the blinky animation to the atomic cell * Fix the charge indicator being STUPID * better comments * this is a better function * add pause for flashlight, remove unnecessary imports from battery * potato battery copyright link * WHO DID THAT * mr clean has come * Random pitch * pausing * round to nearest levels
214 lines
7.3 KiB
C#
214 lines
7.3 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Items.Clothing;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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{
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/// <summary>
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/// Component that represents a powered handheld light source which can be toggled on and off.
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/// </summary>
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[RegisterComponent]
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internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing
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{
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[ViewVariables(VVAccess.ReadWrite)] public float Wattage { get; set; } = 10f;
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[ViewVariables] private PowerCellSlotComponent _cellSlot = default!;
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private PowerCellComponent? Cell => _cellSlot.Cell;
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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 { get; private set; }
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[ViewVariables] protected override bool HasCell => _cellSlot.HasCell;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnFailSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOffSound;
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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(this, x => x.Wattage, "wattage", 10f);
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serializer.DataField(ref TurnOnSound, "turnOnSound", "/Audio/Items/flashlight_toggle.ogg");
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serializer.DataField(ref TurnOnFailSound, "turnOnFailSound", "/Audio/Machines/button.ogg");
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serializer.DataField(ref TurnOffSound, "turnOffSound", "/Audio/Items/flashlight_toggle.ogg");
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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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Owner.EnsureComponent<PointLightComponent>();
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_cellSlot = Owner.EnsureComponent<PowerCellSlotComponent>();
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Dirty();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!ActionBlockerSystem.CanInteract(eventArgs.User)) return false;
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if (!_cellSlot.InsertCell(eventArgs.Using)) return false;
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Dirty();
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return true;
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (Activated)
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{
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message.AddMarkup(Loc.GetString("The light is currently [color=darkgreen]on[/color]."));
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}
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else
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{
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message.AddMarkup(Loc.GetString("The light is currently [color=darkred]off[/color]."));
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}
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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return ToggleStatus(eventArgs.User);
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}
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/// <summary>
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/// Illuminates the light if it is not active, extinguishes it if it is active.
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/// </summary>
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/// <returns>True if the light's status was toggled, false otherwise.</returns>
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private bool ToggleStatus(IEntity user)
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{
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return Activated ? TurnOff() : TurnOn(user);
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}
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private bool TurnOff(bool makeNoise = true)
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{
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if (!Activated)
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{
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return false;
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}
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SetState(false);
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Activated = false;
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if (makeNoise)
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{
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if (TurnOffSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOffSound, Owner);
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}
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return true;
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}
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private bool TurnOn(IEntity user)
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{
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if (Activated)
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{
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return false;
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}
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if (Cell == null)
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{
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if (TurnOnFailSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnFailSound, Owner);
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Owner.PopupMessage(user, Loc.GetString("Cell missing..."));
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return false;
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}
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// To prevent having to worry about frame time in here.
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// Let's just say you need a whole second of charge before you can turn it on.
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// Simple enough.
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if (Wattage > Cell.CurrentCharge)
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{
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if (TurnOnFailSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnFailSound, Owner);
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Owner.PopupMessage(user, Loc.GetString("Dead cell..."));
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return false;
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}
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Activated = true;
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SetState(true);
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if (TurnOnSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnSound, Owner);
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return true;
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}
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private void SetState(bool on)
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{
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetVisible(1, on);
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}
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if (Owner.TryGetComponent(out PointLightComponent? light))
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{
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light.Enabled = on;
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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 ? "On" : "Off";
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}
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if (Owner.TryGetComponent(out ItemComponent? item))
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{
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item.EquippedPrefix = on ? "on" : "off";
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}
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}
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public void OnUpdate(float frameTime)
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{
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if (Cell == null)
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{
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TurnOff(false);
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return;
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}
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var appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.70)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
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}
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else if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.90)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
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}
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else
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
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}
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if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
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Dirty();
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}
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public override ComponentState GetComponentState()
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{
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if (Cell == null)
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{
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return new HandheldLightComponentState(null, false);
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}
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if (Wattage > Cell.CurrentCharge)
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{
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// Practically zero.
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// This is so the item status works correctly.
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return new HandheldLightComponentState(0, HasCell);
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}
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return new HandheldLightComponentState(Cell.CurrentCharge / Cell.MaxCharge, HasCell);
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}
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}
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}
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