Files
tbd-station-14/Content.Client/Power/APC/ApcVisualizerSystem.cs
2023-09-23 11:27:51 -08:00

109 lines
4.3 KiB
C#

using Content.Shared.APC;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.Power.APC;
public sealed class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
{
[Dependency] private readonly SharedPointLightSystem _lights = default!;
protected override void OnAppearanceChange(EntityUid uid, ApcVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
// get the mapped layer index of the first lock layer and the first channel layer
var lockIndicatorOverlayStart = args.Sprite.LayerMapGet(ApcVisualLayers.InterfaceLock);
var channelIndicatorOverlayStart = args.Sprite.LayerMapGet(ApcVisualLayers.Equipment);
// Handle APC screen overlay:
if(!AppearanceSystem.TryGetData<ApcChargeState>(uid, ApcVisuals.ChargeState, out var chargeState, args.Component))
chargeState = ApcChargeState.Lack;
if (chargeState >= 0 && chargeState < ApcChargeState.NumStates)
{
args.Sprite.LayerSetState(ApcVisualLayers.ChargeState, $"{comp.ScreenPrefix}-{comp.ScreenSuffixes[(sbyte)chargeState]}");
// LockState does nothing currently. The backend doesn't exist.
if (AppearanceSystem.TryGetData<byte>(uid, ApcVisuals.LockState, out var lockStates, args.Component))
{
for(var i = 0; i < comp.LockIndicators; ++i)
{
var layer = ((byte)lockIndicatorOverlayStart + i);
sbyte lockState = (sbyte)((lockStates >> (i << (sbyte)ApcLockState.LogWidth)) & (sbyte)ApcLockState.All);
args.Sprite.LayerSetState(layer, $"{comp.LockPrefix}{i}-{comp.LockSuffixes[lockState]}");
args.Sprite.LayerSetVisible(layer, true);
}
}
// ChannelState does nothing currently. The backend doesn't exist.
if (AppearanceSystem.TryGetData<byte>(uid, ApcVisuals.ChannelState, out var channelStates, args.Component))
{
for(var i = 0; i < comp.ChannelIndicators; ++i)
{
var layer = ((byte)channelIndicatorOverlayStart + i);
sbyte channelState = (sbyte)((channelStates >> (i << (sbyte)ApcChannelState.LogWidth)) & (sbyte)ApcChannelState.All);
args.Sprite.LayerSetState(layer, $"{comp.ChannelPrefix}{i}-{comp.ChannelSuffixes[channelState]}");
args.Sprite.LayerSetVisible(layer, true);
}
}
if (TryComp<PointLightComponent>(uid, out var light))
{
_lights.SetColor(uid, comp.ScreenColors[(sbyte)chargeState], light);
}
}
else
{
/// Overrides all of the lock and channel indicators.
args.Sprite.LayerSetState(ApcVisualLayers.ChargeState, comp.EmaggedScreenState);
for(var i = 0; i < comp.LockIndicators; ++i)
{
var layer = ((byte)lockIndicatorOverlayStart + i);
args.Sprite.LayerSetVisible(layer, false);
}
for(var i = 0; i < comp.ChannelIndicators; ++i)
{
var layer = ((byte)channelIndicatorOverlayStart + i);
args.Sprite.LayerSetVisible(layer, false);
}
if (TryComp<PointLightComponent>(uid, out var light))
{
_lights.SetColor(uid, comp.EmaggedScreenColor, light);
}
}
}
}
enum ApcVisualLayers : byte
{
/// <summary>
/// The sprite layer used for the interface lock indicator light overlay.
/// </summary>
InterfaceLock,
/// <summary>
/// The sprite layer used for the panel lock indicator light overlay.
/// </summary>
PanelLock,
/// <summary>
/// The sprite layer used for the equipment channel indicator light overlay.
/// </summary>
Equipment,
/// <summary>
/// The sprite layer used for the lighting channel indicator light overlay.
/// </summary>
Lighting,
/// <summary>
/// The sprite layer used for the environment channel indicator light overlay.
/// </summary>
Environment,
/// <summary>
/// The sprite layer used for the APC screen overlay.
/// </summary>
ChargeState,
}