174 lines
5.4 KiB
C#
174 lines
5.4 KiB
C#
using Content.Server.GameObjects.Components.Power;
|
|
using Content.Server.GameObjects.EntitySystems;
|
|
using Content.Server.Interfaces.GameObjects;
|
|
using Content.Shared.GameObjects;
|
|
using SS14.Server.GameObjects;
|
|
using SS14.Server.GameObjects.Components.Container;
|
|
using SS14.Shared.Enums;
|
|
using SS14.Shared.GameObjects;
|
|
using SS14.Shared.Interfaces.GameObjects;
|
|
using SS14.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Interactable
|
|
{
|
|
/// <summary>
|
|
/// Component that represents a handheld lightsource which can be toggled on and off.
|
|
/// </summary>
|
|
internal class HandheldLightComponent : Component, IUse, IExamine, IAttackBy
|
|
{
|
|
public const float Wattage = 10;
|
|
[ViewVariables] private ContainerSlot _cellContainer;
|
|
private PointLightComponent _pointLight;
|
|
private SpriteComponent _spriteComponent;
|
|
|
|
[ViewVariables]
|
|
private PowerCellComponent Cell
|
|
{
|
|
get
|
|
{
|
|
if (_cellContainer.ContainedEntity == null) return null;
|
|
|
|
_cellContainer.ContainedEntity.TryGetComponent(out PowerCellComponent cell);
|
|
return cell;
|
|
}
|
|
}
|
|
|
|
public override string Name => "HandheldLight";
|
|
|
|
/// <summary>
|
|
/// Status of light, whether or not it is emitting light.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public bool Activated { get; private set; }
|
|
|
|
bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
|
|
{
|
|
if (!eventArgs.AttackWith.HasComponent<PowerCellComponent>()) return false;
|
|
|
|
if (Cell != null) return false;
|
|
|
|
eventArgs.User.GetComponent<IHandsComponent>().Drop(eventArgs.AttackWith, _cellContainer);
|
|
|
|
return _cellContainer.Insert(eventArgs.AttackWith);
|
|
}
|
|
|
|
string IExamine.Examine()
|
|
{
|
|
if (Activated) return "The light is currently on.";
|
|
|
|
return null;
|
|
}
|
|
|
|
bool IUse.UseEntity(IEntity user)
|
|
{
|
|
return ToggleStatus();
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_pointLight = Owner.GetComponent<PointLightComponent>();
|
|
_spriteComponent = Owner.GetComponent<SpriteComponent>();
|
|
_cellContainer =
|
|
ContainerManagerComponent.Ensure<ContainerSlot>("flashlight_cell_container", Owner, out var existed);
|
|
|
|
if (!existed)
|
|
{
|
|
var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallHyper");
|
|
_cellContainer.Insert(cell);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Illuminates the light if it is not active, extinguishes it if it is active.
|
|
/// </summary>
|
|
/// <returns>True if the light's status was toggled, false otherwise.</returns>
|
|
public bool ToggleStatus()
|
|
{
|
|
// Update the activation state.
|
|
Activated = !Activated;
|
|
|
|
// Update sprite and light states to match the activation.
|
|
if (Activated)
|
|
{
|
|
_spriteComponent.LayerSetState(0, "lantern_on");
|
|
_pointLight.State = LightState.On;
|
|
}
|
|
else
|
|
{
|
|
_spriteComponent.LayerSetState(0, "lantern_off");
|
|
_pointLight.State = LightState.Off;
|
|
}
|
|
|
|
// Toggle always succeeds.
|
|
return true;
|
|
}
|
|
|
|
public void TurnOff()
|
|
{
|
|
if (!Activated) return;
|
|
|
|
_spriteComponent.LayerSetState(0, "lantern_off");
|
|
_pointLight.State = LightState.Off;
|
|
Activated = false;
|
|
}
|
|
|
|
public void TurnOn()
|
|
{
|
|
if (Activated) return;
|
|
|
|
var cell = Cell;
|
|
if (cell == null) return;
|
|
|
|
// To prevent having to worry about frame time in here.
|
|
// Let's just say you need a whole second of charge before you can turn it on.
|
|
// Simple enough.
|
|
if (cell.AvailableCharge(1) < Wattage) return;
|
|
|
|
_spriteComponent.LayerSetState(0, "lantern_on");
|
|
_pointLight.State = LightState.On;
|
|
}
|
|
|
|
public void OnUpdate(float frameTime)
|
|
{
|
|
if (!Activated) return;
|
|
|
|
var cell = Cell;
|
|
if (cell == null || !cell.TryDeductWattage(Wattage, frameTime)) TurnOff();
|
|
}
|
|
|
|
private void EjectCell(IEntity user)
|
|
{
|
|
if (Cell == null) return;
|
|
|
|
var cell = Cell;
|
|
|
|
if (!_cellContainer.Remove(cell.Owner)) return;
|
|
|
|
if (!user.TryGetComponent(out HandsComponent hands)
|
|
|| !hands.PutInHand(cell.Owner.GetComponent<ItemComponent>()))
|
|
cell.Owner.Transform.GridPosition = user.Transform.GridPosition;
|
|
}
|
|
|
|
[Verb]
|
|
public sealed class EjectCellVerb : Verb<HandheldLightComponent>
|
|
{
|
|
protected override string GetText(IEntity user, HandheldLightComponent component)
|
|
{
|
|
return component.Cell == null ? "Eject cell (cell missing)" : "Eject cell";
|
|
}
|
|
|
|
protected override bool IsDisabled(IEntity user, HandheldLightComponent component)
|
|
{
|
|
return component.Cell == null;
|
|
}
|
|
|
|
protected override void Activate(IEntity user, HandheldLightComponent component)
|
|
{
|
|
component.EjectCell(user);
|
|
}
|
|
}
|
|
}
|
|
}
|