* 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
89 lines
2.9 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
}
|