Files
tbd-station-14/Content.Server/Light/EntitySystems/PoweredLightSystem.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00

89 lines
2.9 KiB
C#

using System;
using Content.Server.Ghost;
using Content.Server.Light.Components;
using Content.Server.MachineLinking.Events;
using Content.Shared.Light;
using Content.Shared.Damage;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Server.Light.EntitySystems
{
/// <summary>
/// System for the PoweredLightComponent. Currently bare-bones, to handle events from the DamageableSystem
/// </summary>
public class PoweredLightSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PoweredLightComponent, GhostBooEvent>(OnGhostBoo);
SubscribeLocalEvent<PoweredLightComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<PoweredLightComponent, DamageChangedEvent>(HandleLightDamaged);
}
/// <summary>
/// Destroy the light bulb if the light took any damage.
/// </summary>
public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args)
{
// Was it being repaired, or did it take damage?
if (args.DamageIncreased)
{
// Eventually, this logic should all be done by this (or some other) system, not a component.
component.TryDestroyBulb();
}
}
private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
{
if (light.IgnoreGhostsBoo)
return;
// check cooldown first to prevent abuse
var time = _gameTiming.CurTime;
if (light.LastGhostBlink != null)
{
if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown)
return;
}
light.LastGhostBlink = time;
ToggleBlinkingLight(light, true);
light.Owner.SpawnTimer(light.GhostBlinkingTime, () =>
{
ToggleBlinkingLight(light, false);
});
args.Handled = true;
}
public void ToggleBlinkingLight(PoweredLightComponent light, bool isNowBlinking)
{
if (light.IsBlinking == isNowBlinking)
return;
light.IsBlinking = isNowBlinking;
if (!light.Owner.TryGetComponent(out AppearanceComponent? appearance))
return;
appearance.SetData(PoweredLightVisuals.Blinking, isNowBlinking);
}
private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, SignalReceivedEvent args)
{
switch (args.Port)
{
case "toggle":
component.ToggleLight();
break;
}
}
}
}