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* fix: thermals and night vision now work * fix: it has to be this way Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: I hate the way they are separated * fix: now cult actions close examine menu (#1046) Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: railins and some other things now dont snap to south upon being built (#1029) * fix: who did this translation wtf * fix: assball bat can now wideswing (#1030) Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: spend flares are actually spent now (#959) Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: made part exchange system a bit less shitty I really have no time or interest in it to rewrite it completely rn Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * fix: fixed cult factories timers being broken Also fixed them being openable by anyone. Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> * Apply suggestions from code review Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com> --------- Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
190 lines
6.7 KiB
C#
190 lines
6.7 KiB
C#
// Updated by White Dream by FckMoth
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using Content.Server.Light.Components;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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using Content.Shared.Light.Components;
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using Content.Shared.Tag;
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using Content.Shared.Temperature;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Utility;
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namespace Content.Server.Light.EntitySystems;
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[UsedImplicitly]
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public sealed class ExpendableLightSystem : EntitySystem
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{
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[Dependency] private readonly SharedItemSystem _item = default!;
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[Dependency] private readonly ClothingSystem _clothing = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ExpendableLightComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ExpendableLightComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ExpendableLightComponent, GetVerbsEvent<ActivationVerb>>(OnGetVerbs);
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<ActiveExpendableLightComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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if (!TryComp(uid, out ExpendableLightComponent? light))
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{
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RemCompDeferred<ActiveExpendableLightComponent>(uid);
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continue;
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}
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light.StateExpiryTime -= frameTime;
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if (light.StateExpiryTime > 0f)
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continue;
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UpdateLight((uid, light));
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}
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}
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private void OnInit(EntityUid uid, ExpendableLightComponent component, ComponentInit args)
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{
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if (TryComp<ItemComponent>(uid, out var item))
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_item.SetHeldPrefix(uid, "unlit", component: item);
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component.CurrentState = ExpendableLightState.BrandNew;
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EntityManager.EnsureComponent<PointLightComponent>(uid);
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}
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private void OnUseInHand(Entity<ExpendableLightComponent> ent, ref UseInHandEvent args)
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{
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if (!args.Handled && TryActivate(ent))
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args.Handled = true;
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}
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private void OnGetVerbs(Entity<ExpendableLightComponent> ent, ref GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || ent.Comp.CurrentState != ExpendableLightState.BrandNew)
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return;
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// Ignite the flare or make the glowstick glow.
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// Also hot damn, those are some shitty glowsticks, we need to get a refund.
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ActivationVerb verb = new()
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{
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Text = Loc.GetString("expendable-light-start-verb"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/light.svg.192dpi.png")),
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Act = () => TryActivate(ent)
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};
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Enables the light if it is not active. Once active it cannot be turned off.
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/// </summary>
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[UsedImplicitly]
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public bool TryActivate(Entity<ExpendableLightComponent> ent)
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{
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var component = ent.Comp;
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if (component is not { Activated: false, CurrentState: ExpendableLightState.BrandNew, })
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return false;
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if (TryComp(ent, out ItemComponent? item))
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_item.SetHeldPrefix(ent, "lit", component: item);
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var isHotEvent = new IsHotEvent { IsHot = true, };
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RaiseLocalEvent(ent, isHotEvent);
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component.CurrentState = ExpendableLightState.Lit;
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component.StateExpiryTime = component.GlowDuration;
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UpdateSounds(ent);
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UpdateVisualizer(ent);
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EnsureComp<ActiveExpendableLightComponent>(ent);
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return true;
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}
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private void UpdateLight(Entity<ExpendableLightComponent> ent)
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{
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switch (ent.Comp.CurrentState)
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{
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case ExpendableLightState.Lit:
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ent.Comp.CurrentState = ExpendableLightState.Fading;
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ent.Comp.StateExpiryTime = ent.Comp.FadeOutDuration;
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UpdateVisualizer(ent);
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break;
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case ExpendableLightState.Fading:
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ent.Comp.CurrentState = ExpendableLightState.Dead;
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UpdateSounds(ent);
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UpdateVisualizer(ent);
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var meta = MetaData(ent);
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_metaData.SetEntityName(ent, Loc.GetString(ent.Comp.SpentName), meta);
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_metaData.SetEntityDescription(ent, Loc.GetString(ent.Comp.SpentDesc), meta);
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_tagSystem.AddTag(ent, "Trash");
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if (TryComp(ent, out ItemComponent? item))
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_item.SetHeldPrefix(ent, "unlit", component: item);
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if (TryComp(ent, out CartridgeAmmoComponent? ammo))
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ammo.Spent = true;
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var isHotEvent = new IsHotEvent { IsHot = false, };
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RaiseLocalEvent(ent, isHotEvent);
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RemCompDeferred<ActiveExpendableLightComponent>(ent);
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break;
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case ExpendableLightState.Dead:
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case ExpendableLightState.BrandNew:
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default:
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break;
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}
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}
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private void UpdateVisualizer(Entity<ExpendableLightComponent> ent)
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{
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if (!TryComp(ent, out AppearanceComponent? appearance))
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return;
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var expendableLight = ent.Comp;
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_appearance.SetData(ent, ExpendableLightVisuals.State, expendableLight.CurrentState, appearance);
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var behaviorState = expendableLight.CurrentState switch
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{
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ExpendableLightState.Lit => expendableLight.TurnOnBehaviourID,
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ExpendableLightState.Fading => expendableLight.FadeOutBehaviourID,
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_ => string.Empty
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};
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_appearance.SetData(ent, ExpendableLightVisuals.Behavior, behaviorState, appearance);
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}
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private void UpdateSounds(Entity<ExpendableLightComponent> ent)
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{
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switch (ent.Comp.CurrentState)
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{
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case ExpendableLightState.Lit:
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_audio.PlayPvs(ent.Comp.LitSound, ent);
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break;
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case ExpendableLightState.Dead:
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_audio.PlayPvs(ent.Comp.DieSound, ent);
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break;
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case ExpendableLightState.BrandNew:
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case ExpendableLightState.Fading:
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default:
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break;
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}
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if (TryComp<ClothingComponent>(ent, out var clothing))
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_clothing.SetEquippedPrefix(ent, ent.Comp.Activated ? "Activated" : string.Empty, clothing);
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}
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}
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