# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
265 lines
10 KiB
C#
265 lines
10 KiB
C#
using Content.Server.Actions;
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using Content.Server.Popups;
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using Content.Shared.Actions;
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using Content.Shared.Interaction;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Content.Shared.Power.EntitySystems;
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using Content.Shared.PowerCell;
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using Content.Shared.Rounding;
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using Content.Shared.Toggleable;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Server.Light.EntitySystems
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{
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public sealed class HandheldLightSystem : SharedHandheldLightSystem
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{
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedBatterySystem _battery = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
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// But for now this will be better anyway.
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private readonly HashSet<Entity<HandheldLightComponent>> _activeLights = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandheldLightComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<HandheldLightComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<HandheldLightComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<HandheldLightComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<HandheldLightComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<HandheldLightComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<HandheldLightComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
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SubscribeLocalEvent<HandheldLightComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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}
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private void OnEntInserted(Entity<HandheldLightComponent> ent, ref EntInsertedIntoContainerMessage args)
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{
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// Not guaranteed to be the correct container for our slot, I don't care.
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UpdateLevel(ent);
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}
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private void OnEntRemoved(Entity<HandheldLightComponent> ent, ref EntRemovedFromContainerMessage args)
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{
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// Ditto above
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UpdateLevel(ent);
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}
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private void OnGetActions(EntityUid uid, HandheldLightComponent component, GetItemActionsEvent args)
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{
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args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
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}
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private void OnToggleAction(Entity<HandheldLightComponent> ent, ref ToggleActionEvent args)
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{
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if (args.Handled)
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return;
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if (ent.Comp.Activated)
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TurnOff(ent);
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else
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TurnOn(args.Performer, ent);
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args.Handled = true;
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}
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private void OnGetState(Entity<HandheldLightComponent> ent, ref ComponentGetState args)
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{
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args.State = new HandheldLightComponent.HandheldLightComponentState(ent.Comp.Activated, GetLevel(ent));
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}
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private void OnMapInit(Entity<HandheldLightComponent> ent, ref MapInitEvent args)
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{
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var component = ent.Comp;
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//Sunrise-Start
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//_actionContainer.EnsureAction(ent, ref component.ToggleActionEntity, component.ToggleAction);
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_actions.AddAction(ent, ref component.ToggleActionEntity, component.ToggleAction);
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//Sunrise-End
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}
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private void OnShutdown(EntityUid uid, HandheldLightComponent component, ComponentShutdown args)
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{
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_actions.RemoveAction(uid, component.ToggleActionEntity);
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_actions.RemoveAction(uid, component.SelfToggleActionEntity);
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}
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private byte? GetLevel(Entity<HandheldLightComponent> ent)
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{
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// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
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// Thus we'll just check if the level changes.
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if (!_powerCell.TryGetBatteryFromSlotOrEntity(ent.Owner, out var battery))
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return null;
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var currentCharge = _battery.GetCharge(battery.Value.AsNullable());
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if (MathHelper.CloseToPercent(currentCharge, 0) || ent.Comp.Wattage > currentCharge)
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return 0;
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return (byte?)ContentHelpers.RoundToNearestLevels(currentCharge / battery.Value.Comp.MaxCharge * 255, 255, HandheldLightComponent.StatusLevels);
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}
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private void OnRemove(Entity<HandheldLightComponent> ent, ref ComponentRemove args)
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{
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_activeLights.Remove(ent);
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}
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private void OnActivate(Entity<HandheldLightComponent> ent, ref ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex || !ent.Comp.ToggleOnInteract)
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return;
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if (ToggleStatus(args.User, ent))
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args.Handled = true;
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}
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/// <summary>
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/// Illuminates the light if it is not active, extinguishes it if it is active.
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/// </summary>
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/// <returns>True if the light's status was toggled, false otherwise.</returns>
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public bool ToggleStatus(EntityUid user, Entity<HandheldLightComponent> ent)
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{
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return ent.Comp.Activated ? TurnOff(ent) : TurnOn(user, ent);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_activeLights.Clear();
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}
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// TODO: Very important: Make this charge rate based instead of instantly removing charge each update step.
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// See BatteryComponent
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public override void Update(float frameTime)
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{
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var toRemove = new RemQueue<Entity<HandheldLightComponent>>();
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foreach (var handheld in _activeLights)
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{
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if (handheld.Comp.Deleted)
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{
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toRemove.Add(handheld);
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continue;
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}
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if (Paused(handheld))
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continue;
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TryUpdate(handheld, frameTime);
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}
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foreach (var light in toRemove)
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{
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_activeLights.Remove(light);
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}
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}
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public override bool TurnOff(Entity<HandheldLightComponent> ent, bool makeNoise = true)
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{
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if (!ent.Comp.Activated || !_lights.TryGetLight(ent, out var pointLightComponent))
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{
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return false;
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}
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_lights.SetEnabled(ent, false, pointLightComponent);
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SetActivated(ent, false, ent, makeNoise);
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ent.Comp.Level = null;
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_activeLights.Remove(ent);
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return true;
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}
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public override bool TurnOn(EntityUid user, Entity<HandheldLightComponent> uid)
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{
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var component = uid.Comp;
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if (component.Activated || !_lights.TryGetLight(uid, out var pointLightComponent))
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{
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return false;
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}
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if (!_powerCell.TryGetBatteryFromSlotOrEntity(uid.Owner, out var battery))
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{
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_audio.PlayPvs(_audio.ResolveSound(component.TurnOnFailSound), uid);
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_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), uid, user);
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return false;
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}
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// To prevent having to worry about frame time in here.
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// Let's just say you need a whole second of charge before you can turn it on.
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// Simple enough.
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if (component.Wattage > _battery.GetCharge(battery.Value.AsNullable()))
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{
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_audio.PlayPvs(_audio.ResolveSound(component.TurnOnFailSound), uid);
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_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), uid, user);
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return false;
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}
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_lights.SetEnabled(uid, true, pointLightComponent);
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SetActivated(uid, true, component, true);
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_activeLights.Add(uid);
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return true;
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}
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public void TryUpdate(Entity<HandheldLightComponent> uid, float frameTime)
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{
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var component = uid.Comp;
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if (!_powerCell.TryGetBatteryFromSlotOrEntity(uid.Owner, out var battery))
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{
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TurnOff(uid, false);
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return;
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}
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var appearanceComponent = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
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var chargeFraction = _battery.GetChargeLevel(battery.Value.AsNullable());
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if (chargeFraction >= 0.30)
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{
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_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower, appearanceComponent);
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}
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else if (chargeFraction >= 0.10)
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{
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_appearance.SetData(uid, HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower, appearanceComponent);
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}
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else
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{
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_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);
|
|
}
|
|
}
|
|
}
|