Files
wwdpublic/Content.Server/Light/EntitySystems/EmergencyLightSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

240 lines
9.0 KiB
C#

using Content.Server.AlertLevel;
using Content.Server.Audio;
using Content.Server.Light.Components;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.Examine;
using Content.Shared.Light;
using Content.Shared.Light.Components;
using Robust.Server.GameObjects;
using Color = Robust.Shared.Maths.Color;
namespace Content.Server.Light.EntitySystems;
public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
{
[Dependency] private readonly AmbientSoundSystem _ambient = default!;
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly PointLightSystem _pointLight = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly StationSystem _station = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmergencyLightComponent, EmergencyLightEvent>(OnEmergencyLightEvent);
SubscribeLocalEvent<AlertLevelChangedEvent>(OnAlertLevelChanged);
SubscribeLocalEvent<EmergencyLightComponent, ExaminedEvent>(OnEmergencyExamine);
SubscribeLocalEvent<EmergencyLightComponent, PowerChangedEvent>(OnEmergencyPower);
}
private void OnEmergencyPower(Entity<EmergencyLightComponent> entity, ref PowerChangedEvent args)
{
var meta = MetaData(entity.Owner);
// TODO: PowerChangedEvent shouldn't be issued for paused ents but this is the world we live in.
if (meta.EntityLifeStage >= EntityLifeStage.Terminating ||
meta.EntityPaused)
{
return;
}
UpdateState(entity);
}
private void OnEmergencyExamine(EntityUid uid, EmergencyLightComponent component, ExaminedEvent args)
{
using (args.PushGroup(nameof(EmergencyLightComponent)))
{
args.PushMarkup(
Loc.GetString("emergency-light-component-on-examine",
("batteryStateText",
Loc.GetString(component.BatteryStateText[component.State]))));
// Show alert level on the light itself.
if (!TryComp<AlertLevelComponent>(_station.GetOwningStation(uid), out var alerts))
return;
if (alerts.AlertLevels == null)
return;
var name = alerts.CurrentLevel;
var color = Color.White;
if (alerts.AlertLevels.Levels.TryGetValue(alerts.CurrentLevel, out var details))
color = details.Color;
args.PushMarkup(
Loc.GetString("emergency-light-component-on-examine-alert",
("color", color.ToHex()),
("level", name)));
}
}
private void OnEmergencyLightEvent(EntityUid uid, EmergencyLightComponent component, EmergencyLightEvent args)
{
switch (args.State)
{
case EmergencyLightState.On:
case EmergencyLightState.Charging:
EnsureComp<ActiveEmergencyLightComponent>(uid);
break;
case EmergencyLightState.Full:
case EmergencyLightState.Empty:
RemComp<ActiveEmergencyLightComponent>(uid);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void OnAlertLevelChanged(AlertLevelChangedEvent ev)
{
if (!TryComp<AlertLevelComponent>(ev.Station, out var alert))
return;
if (alert.AlertLevels == null || !alert.AlertLevels.Levels.TryGetValue(ev.AlertLevel, out var details))
return;
var query = EntityQueryEnumerator<EmergencyLightComponent, PointLightComponent, AppearanceComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var light, out var pointLight, out var appearance, out var xform))
{
if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != ev.Station)
continue;
_pointLight.SetColor(uid, details.EmergencyLightColor, pointLight);
_appearance.SetData(uid, EmergencyLightVisuals.Color, details.EmergencyLightColor, appearance);
if (details.ForceEnableEmergencyLights && !light.ForciblyEnabled)
{
light.ForciblyEnabled = true;
TurnOn((uid, light));
}
else if (!details.ForceEnableEmergencyLights && light.ForciblyEnabled)
{
// Previously forcibly enabled, and we went down an alert level.
light.ForciblyEnabled = false;
UpdateState((uid, light));
}
}
}
public void SetState(EntityUid uid, EmergencyLightComponent component, EmergencyLightState state)
{
if (component.State == state) return;
component.State = state;
RaiseLocalEvent(uid, new EmergencyLightEvent(state));
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<ActiveEmergencyLightComponent, EmergencyLightComponent, BatteryComponent>();
while (query.MoveNext(out var uid, out _, out var emergencyLight, out var battery))
{
Update((uid, emergencyLight), battery, frameTime);
}
}
private void Update(Entity<EmergencyLightComponent> entity, BatteryComponent battery, float frameTime)
{
if (entity.Comp.State == EmergencyLightState.On)
{
if (!_battery.TryUseCharge(entity.Owner, entity.Comp.Wattage * frameTime, battery))
{
SetState(entity.Owner, entity.Comp, EmergencyLightState.Empty);
TurnOff(entity);
}
}
else
{
_battery.SetCharge(entity.Owner, battery.CurrentCharge + entity.Comp.ChargingWattage * frameTime * entity.Comp.ChargingEfficiency, battery);
if (battery.IsFullyCharged)
{
if (TryComp<ApcPowerReceiverComponent>(entity.Owner, out var receiver))
{
receiver.Load = 1;
}
SetState(entity.Owner, entity.Comp, EmergencyLightState.Full);
}
}
}
/// <summary>
/// Updates the light's power drain, battery drain, sprite and actual light state.
/// </summary>
public void UpdateState(Entity<EmergencyLightComponent> entity)
{
if (!TryComp<ApcPowerReceiverComponent>(entity.Owner, out var receiver))
return;
if (!TryComp<AlertLevelComponent>(_station.GetOwningStation(entity.Owner), out var alerts))
return;
if (alerts.AlertLevels == null || !alerts.AlertLevels.Levels.TryGetValue(alerts.CurrentLevel, out var details))
{
TurnOff(entity, Color.Red); // if no alert, default to off red state
return;
}
if (receiver.Powered && !entity.Comp.ForciblyEnabled) // Green alert
{
receiver.Load = (int) Math.Abs(entity.Comp.Wattage);
TurnOff(entity, details.Color);
SetState(entity.Owner, entity.Comp, EmergencyLightState.Charging);
}
else if (!receiver.Powered) // If internal battery runs out it will end in off red state
{
TurnOn(entity, Color.Red);
SetState(entity.Owner, entity.Comp, EmergencyLightState.On);
}
else // Powered and enabled
{
TurnOn(entity, details.Color);
SetState(entity.Owner, entity.Comp, EmergencyLightState.On);
}
}
private void TurnOff(Entity<EmergencyLightComponent> entity)
{
_pointLight.SetEnabled(entity.Owner, false);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, false);
_ambient.SetAmbience(entity.Owner, false);
}
/// <summary>
/// Turn off emergency light and set color.
/// </summary>
private void TurnOff(Entity<EmergencyLightComponent> entity, Color color)
{
_pointLight.SetEnabled(entity.Owner, false);
_pointLight.SetColor(entity.Owner, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.Color, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, false);
_ambient.SetAmbience(entity.Owner, false);
}
private void TurnOn(Entity<EmergencyLightComponent> entity)
{
_pointLight.SetEnabled(entity.Owner, true);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, true);
_ambient.SetAmbience(entity.Owner, true);
}
/// <summary>
/// Turn on emergency light and set color.
/// </summary>
private void TurnOn(Entity<EmergencyLightComponent> entity, Color color)
{
_pointLight.SetEnabled(entity.Owner, true);
_pointLight.SetColor(entity.Owner, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.Color, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, true);
_ambient.SetAmbience(entity.Owner, true);
}
}