fish-station/Content.Server/Light/EntitySystems/HandheldLightSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
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#	RobustToolbox
#	SECURITY.md
#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

265 lines
10 KiB
C#

using Content.Server.Actions;
using Content.Server.Popups;
using Content.Shared.Actions;
using Content.Shared.Interaction;
using Content.Shared.Light;
using Content.Shared.Light.Components;
using Content.Shared.Power.EntitySystems;
using Content.Shared.PowerCell;
using Content.Shared.Rounding;
using Content.Shared.Toggleable;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Server.Light.EntitySystems
{
public sealed class HandheldLightSystem : SharedHandheldLightSystem
{
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedBatterySystem _battery = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPointLightSystem _lights = default!;
// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
// But for now this will be better anyway.
private readonly HashSet<Entity<HandheldLightComponent>> _activeLights = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandheldLightComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<HandheldLightComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<HandheldLightComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<HandheldLightComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<HandheldLightComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<HandheldLightComponent, ToggleActionEvent>(OnToggleAction);
SubscribeLocalEvent<HandheldLightComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<HandheldLightComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
}
private void OnEntInserted(Entity<HandheldLightComponent> ent, ref EntInsertedIntoContainerMessage args)
{
// Not guaranteed to be the correct container for our slot, I don't care.
UpdateLevel(ent);
}
private void OnEntRemoved(Entity<HandheldLightComponent> ent, ref EntRemovedFromContainerMessage args)
{
// Ditto above
UpdateLevel(ent);
}
private void OnGetActions(EntityUid uid, HandheldLightComponent component, GetItemActionsEvent args)
{
args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
}
private void OnToggleAction(Entity<HandheldLightComponent> ent, ref ToggleActionEvent args)
{
if (args.Handled)
return;
if (ent.Comp.Activated)
TurnOff(ent);
else
TurnOn(args.Performer, ent);
args.Handled = true;
}
private void OnGetState(Entity<HandheldLightComponent> ent, ref ComponentGetState args)
{
args.State = new HandheldLightComponent.HandheldLightComponentState(ent.Comp.Activated, GetLevel(ent));
}
private void OnMapInit(Entity<HandheldLightComponent> ent, ref MapInitEvent args)
{
var component = ent.Comp;
//Sunrise-Start
//_actionContainer.EnsureAction(ent, ref component.ToggleActionEntity, component.ToggleAction);
_actions.AddAction(ent, ref component.ToggleActionEntity, component.ToggleAction);
//Sunrise-End
}
private void OnShutdown(EntityUid uid, HandheldLightComponent component, ComponentShutdown args)
{
_actions.RemoveAction(uid, component.ToggleActionEntity);
_actions.RemoveAction(uid, component.SelfToggleActionEntity);
}
private byte? GetLevel(Entity<HandheldLightComponent> ent)
{
// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
// Thus we'll just check if the level changes.
if (!_powerCell.TryGetBatteryFromSlotOrEntity(ent.Owner, out var battery))
return null;
var currentCharge = _battery.GetCharge(battery.Value.AsNullable());
if (MathHelper.CloseToPercent(currentCharge, 0) || ent.Comp.Wattage > currentCharge)
return 0;
return (byte?)ContentHelpers.RoundToNearestLevels(currentCharge / battery.Value.Comp.MaxCharge * 255, 255, HandheldLightComponent.StatusLevels);
}
private void OnRemove(Entity<HandheldLightComponent> ent, ref ComponentRemove args)
{
_activeLights.Remove(ent);
}
private void OnActivate(Entity<HandheldLightComponent> ent, ref ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex || !ent.Comp.ToggleOnInteract)
return;
if (ToggleStatus(args.User, ent))
args.Handled = true;
}
/// <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(EntityUid user, Entity<HandheldLightComponent> ent)
{
return ent.Comp.Activated ? TurnOff(ent) : TurnOn(user, ent);
}
public override void Shutdown()
{
base.Shutdown();
_activeLights.Clear();
}
// TODO: Very important: Make this charge rate based instead of instantly removing charge each update step.
// See BatteryComponent
public override void Update(float frameTime)
{
var toRemove = new RemQueue<Entity<HandheldLightComponent>>();
foreach (var handheld in _activeLights)
{
if (handheld.Comp.Deleted)
{
toRemove.Add(handheld);
continue;
}
if (Paused(handheld))
continue;
TryUpdate(handheld, frameTime);
}
foreach (var light in toRemove)
{
_activeLights.Remove(light);
}
}
public override bool TurnOff(Entity<HandheldLightComponent> ent, bool makeNoise = true)
{
if (!ent.Comp.Activated || !_lights.TryGetLight(ent, out var pointLightComponent))
{
return false;
}
_lights.SetEnabled(ent, false, pointLightComponent);
SetActivated(ent, false, ent, makeNoise);
ent.Comp.Level = null;
_activeLights.Remove(ent);
return true;
}
public override bool TurnOn(EntityUid user, Entity<HandheldLightComponent> uid)
{
var component = uid.Comp;
if (component.Activated || !_lights.TryGetLight(uid, out var pointLightComponent))
{
return false;
}
if (!_powerCell.TryGetBatteryFromSlotOrEntity(uid.Owner, out var battery))
{
_audio.PlayPvs(_audio.ResolveSound(component.TurnOnFailSound), uid);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), uid, user);
return false;
}
// 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 (component.Wattage > _battery.GetCharge(battery.Value.AsNullable()))
{
_audio.PlayPvs(_audio.ResolveSound(component.TurnOnFailSound), uid);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), uid, user);
return false;
}
_lights.SetEnabled(uid, true, pointLightComponent);
SetActivated(uid, true, component, true);
_activeLights.Add(uid);
return true;
}
public void TryUpdate(Entity<HandheldLightComponent> uid, float frameTime)
{
var component = uid.Comp;
if (!_powerCell.TryGetBatteryFromSlotOrEntity(uid.Owner, out var battery))
{
TurnOff(uid, false);
return;
}
var appearanceComponent = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
var chargeFraction = _battery.GetChargeLevel(battery.Value.AsNullable());
if (chargeFraction >= 0.30)
{
_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower, appearanceComponent);
}
else if (chargeFraction >= 0.10)
{
_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower, appearanceComponent);
}
else
{
_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.Dying, appearanceComponent);
}
if (component.Activated && !_battery.TryUseCharge(battery.Value.AsNullable(), component.Wattage * frameTime))
TurnOff(uid, false);
UpdateLevel(uid);
}
private void UpdateLevel(Entity<HandheldLightComponent> ent)
{
var level = GetLevel(ent);
if (level == ent.Comp.Level)
return;
ent.Comp.Level = level;
Dirty(ent);
}
}
}