mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
441 lines
17 KiB
C#
441 lines
17 KiB
C#
using Content.Server.DeviceLinking.Systems;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Emp;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.EntitySystems;
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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 Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Damage.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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namespace Content.Server.Light.EntitySystems
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{
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/// <summary>
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/// System for the PoweredLightComponents
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/// </summary>
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public sealed class PoweredLightSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSystem = default!;
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[Dependency] private readonly LightBulbSystem _bulbSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly DamageOnInteractSystem _damageOnInteractSystem = default!;
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private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
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public const string LightBulbContainer = "light_bulb";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PoweredLightComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<PoweredLightComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PoweredLightComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<PoweredLightComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<PoweredLightComponent, GhostBooEvent>(OnGhostBoo);
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SubscribeLocalEvent<PoweredLightComponent, DamageChangedEvent>(HandleLightDamaged);
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SubscribeLocalEvent<PoweredLightComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<PoweredLightComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<PoweredLightComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<PoweredLightComponent, PoweredLightDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<PoweredLightComponent, EmpPulseEvent>(OnEmpPulse);
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}
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private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args)
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{
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light.LightBulbContainer = _containerSystem.EnsureContainer<ContainerSlot>(uid, LightBulbContainer);
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_signalSystem.EnsureSinkPorts(uid, light.OnPort, light.OffPort, light.TogglePort);
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}
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private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args)
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{
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// TODO: Use ContainerFill dog
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if (light.HasLampOnSpawn != null)
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{
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var entity = Spawn(light.HasLampOnSpawn, Comp<TransformComponent>(uid).Coordinates);
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_containerSystem.Insert(entity, light.LightBulbContainer);
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}
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// need this to update visualizers
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UpdateLight(uid, light);
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}
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private void OnInteractUsing(EntityUid uid, PoweredLightComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = InsertBulb(uid, args.Used, component);
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}
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private void OnInteractHand(EntityUid uid, PoweredLightComponent light, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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// check if light has bulb to eject
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null)
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return;
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var userUid = args.User;
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//removing a broken/burned bulb, so allow instant removal
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if(TryComp<LightBulbComponent>(bulbUid.Value, out var bulb) && bulb.State != LightBulbState.Normal)
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{
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args.Handled = EjectBulb(uid, userUid, light) != null;
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return;
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}
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// removing a working bulb, so require a delay
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, userUid, light.EjectBulbDelay, new PoweredLightDoAfterEvent(), uid, target: uid)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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});
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args.Handled = true;
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}
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#region Bulb Logic API
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/// <summary>
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/// Inserts the bulb if possible.
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/// </summary>
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/// <returns>True if it could insert it, false if it couldn't.</returns>
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public bool InsertBulb(EntityUid uid, EntityUid bulbUid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return false;
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// check if light already has bulb
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if (GetBulb(uid, light) != null)
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return false;
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// check if bulb fits
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if (!TryComp(bulbUid, out LightBulbComponent? lightBulb))
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return false;
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if (lightBulb.Type != light.BulbType)
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return false;
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// try to insert bulb in container
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if (!_containerSystem.Insert(bulbUid, light.LightBulbContainer))
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return false;
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UpdateLight(uid, light);
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return true;
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}
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/// <summary>
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/// Ejects the bulb to a mob's hand if possible.
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/// </summary>
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/// <returns>Bulb uid if it was successfully ejected, null otherwise</returns>
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public EntityUid? EjectBulb(EntityUid uid, EntityUid? userUid = null, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return null;
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// check if light has bulb
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if (GetBulb(uid, light) is not { Valid: true } bulb)
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return null;
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// try to remove bulb from container
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if (!_containerSystem.Remove(bulb, light.LightBulbContainer))
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return null;
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// try to place bulb in hands
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_handsSystem.PickupOrDrop(userUid, bulb);
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UpdateLight(uid, light);
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return bulb;
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}
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/// <summary>
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/// Replaces the spawned prototype of a pre-mapinit powered light with a different variant.
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/// </summary>
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public bool ReplaceSpawnedPrototype(Entity<PoweredLightComponent> light, string bulb)
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{
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if (light.Comp.LightBulbContainer.ContainedEntity != null)
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return false;
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if (LifeStage(light.Owner) >= EntityLifeStage.MapInitialized)
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return false;
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light.Comp.HasLampOnSpawn = bulb;
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return true;
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}
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/// <summary>
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/// Try to replace current bulb with a new one
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/// If succeed old bulb just drops on floor
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/// </summary>
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public bool ReplaceBulb(EntityUid uid, EntityUid bulb, PoweredLightComponent? light = null)
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{
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EjectBulb(uid, null, light);
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return InsertBulb(uid, bulb, light);
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}
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/// <summary>
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/// Try to get light bulb inserted in powered light
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/// </summary>
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/// <returns>Bulb uid if it exist, null otherwise</returns>
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public EntityUid? GetBulb(EntityUid uid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light))
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return null;
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return light.LightBulbContainer.ContainedEntity;
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}
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/// <summary>
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/// Try to break bulb inside light fixture
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/// </summary>
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public bool TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light, false))
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return false;
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// if we aren't mapinited,
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// just null the spawned bulb
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if (LifeStage(uid) < EntityLifeStage.MapInitialized)
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{
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light.HasLampOnSpawn = null;
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return true;
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}
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// check bulb state
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null || !TryComp(bulbUid.Value, out LightBulbComponent? lightBulb))
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return false;
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if (lightBulb.State == LightBulbState.Broken)
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return false;
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// break it
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_bulbSystem.SetState(bulbUid.Value, LightBulbState.Broken, lightBulb);
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_bulbSystem.PlayBreakSound(bulbUid.Value, lightBulb);
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UpdateLight(uid, light);
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return true;
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}
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#endregion
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private void UpdateLight(EntityUid uid,
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PoweredLightComponent? light = null,
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ApcPowerReceiverComponent? powerReceiver = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref light, ref powerReceiver, false))
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return;
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// Optional component.
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Resolve(uid, ref appearance, false);
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// check if light has bulb
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null || !TryComp(bulbUid.Value, out LightBulbComponent? lightBulb))
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{
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SetLight(uid, false, light: light);
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powerReceiver.Load = 0;
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Empty, appearance);
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return;
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}
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switch (lightBulb.State)
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{
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case LightBulbState.Normal:
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if (powerReceiver.Powered && light.On)
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{
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SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.On, appearance);
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var time = _gameTiming.CurTime;
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if (time > light.LastThunk + ThunkDelay)
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{
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light.LastThunk = time;
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_audio.PlayPvs(light.TurnOnSound, uid, light.TurnOnSound.Params.AddVolume(-10f));
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}
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}
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else
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{
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SetLight(uid, false, light: light);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Off, appearance);
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}
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break;
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case LightBulbState.Broken:
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SetLight(uid, false, light: light);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Broken, appearance);
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break;
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case LightBulbState.Burned:
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SetLight(uid, false, light: light);
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_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Burned, appearance);
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break;
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}
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powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0;
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}
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/// <summary>
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/// Destroy the light bulb if the light took any damage.
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/// </summary>
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public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args)
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{
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// Was it being repaired, or did it take damage?
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if (args.DamageIncreased)
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{
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// Eventually, this logic should all be done by this (or some other) system, not a component.
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TryDestroyBulb(uid, component);
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}
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}
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private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
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{
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if (light.IgnoreGhostsBoo)
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return;
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// check cooldown first to prevent abuse
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var time = _gameTiming.CurTime;
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if (light.LastGhostBlink != null)
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{
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if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown)
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return;
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}
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light.LastGhostBlink = time;
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|
|
|
ToggleBlinkingLight(uid, light, true);
|
|
uid.SpawnTimer(light.GhostBlinkingTime, () =>
|
|
{
|
|
ToggleBlinkingLight(uid, light, false);
|
|
});
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnPowerChanged(EntityUid uid, PoweredLightComponent component, ref PowerChangedEvent args)
|
|
{
|
|
// TODO: Power moment
|
|
var metadata = MetaData(uid);
|
|
|
|
if (metadata.EntityPaused || TerminatingOrDeleted(uid, metadata))
|
|
return;
|
|
|
|
UpdateLight(uid, component);
|
|
}
|
|
|
|
public void ToggleBlinkingLight(EntityUid uid, PoweredLightComponent light, bool isNowBlinking)
|
|
{
|
|
if (light.IsBlinking == isNowBlinking)
|
|
return;
|
|
|
|
light.IsBlinking = isNowBlinking;
|
|
|
|
if (!TryComp(uid, out AppearanceComponent? appearance))
|
|
return;
|
|
|
|
_appearance.SetData(uid, PoweredLightVisuals.Blinking, isNowBlinking, appearance);
|
|
}
|
|
|
|
private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, ref SignalReceivedEvent args)
|
|
{
|
|
if (args.Port == component.OffPort)
|
|
SetState(uid, false, component);
|
|
else if (args.Port == component.OnPort)
|
|
SetState(uid, true, component);
|
|
else if (args.Port == component.TogglePort)
|
|
ToggleLight(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Turns the light on or of when receiving a <see cref="DeviceNetworkConstants.CmdSetState"/> command.
|
|
/// The light is turned on or of according to the <see cref="DeviceNetworkConstants.StateEnabled"/> value
|
|
/// </summary>
|
|
private void OnPacketReceived(EntityUid uid, PoweredLightComponent component, DeviceNetworkPacketEvent args)
|
|
{
|
|
if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command) || command != DeviceNetworkConstants.CmdSetState) return;
|
|
if (!args.Data.TryGetValue(DeviceNetworkConstants.StateEnabled, out bool enabled)) return;
|
|
|
|
SetState(uid, enabled, component);
|
|
}
|
|
|
|
private void SetLight(EntityUid uid, bool value, Color? color = null, PoweredLightComponent? light = null, float? radius = null, float? energy = null, float? softness = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return;
|
|
|
|
light.CurrentLit = value;
|
|
_ambientSystem.SetAmbience(uid, value);
|
|
|
|
if (TryComp(uid, out PointLightComponent? pointLight))
|
|
{
|
|
_pointLight.SetEnabled(uid, value, pointLight);
|
|
|
|
if (color != null)
|
|
_pointLight.SetColor(uid, color.Value, pointLight);
|
|
if (radius != null)
|
|
_pointLight.SetRadius(uid, (float) radius, pointLight);
|
|
if (energy != null)
|
|
_pointLight.SetEnergy(uid, (float) energy, pointLight);
|
|
if (softness != null)
|
|
_pointLight.SetSoftness(uid, (float) softness, pointLight);
|
|
}
|
|
|
|
// light bulbs burn your hands!
|
|
if (TryComp<DamageOnInteractComponent>(uid, out var damageOnInteractComp))
|
|
_damageOnInteractSystem.SetIsDamageActiveTo((uid, damageOnInteractComp), value);
|
|
}
|
|
|
|
public void ToggleLight(EntityUid uid, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return;
|
|
|
|
light.On = !light.On;
|
|
UpdateLight(uid, light);
|
|
}
|
|
|
|
public void SetState(EntityUid uid, bool state, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return;
|
|
|
|
light.On = state;
|
|
UpdateLight(uid, light);
|
|
}
|
|
|
|
private void OnDoAfter(EntityUid uid, PoweredLightComponent component, DoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Cancelled || args.Args.Target == null)
|
|
return;
|
|
|
|
EjectBulb(args.Args.Target.Value, args.Args.User, component);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnEmpPulse(EntityUid uid, PoweredLightComponent component, ref EmpPulseEvent args)
|
|
{
|
|
if (TryDestroyBulb(uid, component))
|
|
args.Affected = true;
|
|
}
|
|
}
|
|
}
|