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OldThink/Content.Server/Light/EntitySystems/PoweredLightSystem.cs

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using System;
using Content.Server.Ghost;
using Content.Server.Light.Components;
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
2021-09-15 03:07:37 +10:00
using Content.Server.MachineLinking.Events;
using Content.Shared.Light;
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
2021-09-15 03:07:37 +10:00
using Content.Shared.Damage;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Server.Light.EntitySystems
{
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
2021-09-15 03:07:37 +10:00
/// <summary>
/// System for the PoweredLightComponent. Currently bare-bones, to handle events from the DamageableSystem
/// </summary>
public class PoweredLightSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PoweredLightComponent, GhostBooEvent>(OnGhostBoo);
SubscribeLocalEvent<PoweredLightComponent, SignalReceivedEvent>(OnSignalReceived);
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
2021-09-15 03:07:37 +10:00
SubscribeLocalEvent<PoweredLightComponent, DamageChangedEvent>(HandleLightDamaged);
}
/// <summary>
/// Destroy the light bulb if the light took any damage.
/// </summary>
public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args)
{
// Was it being repaired, or did it take damage?
if (args.DamageIncreased)
{
// Eventually, this logic should all be done by this (or some other) system, not a component.
component.TryDestroyBulb();
}
}
private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
{
if (light.IgnoreGhostsBoo)
return;
// check cooldown first to prevent abuse
var time = _gameTiming.CurTime;
if (light.LastGhostBlink != null)
{
if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown)
return;
}
light.LastGhostBlink = time;
ToggleBlinkingLight(light, true);
light.Owner.SpawnTimer(light.GhostBlinkingTime, () =>
{
ToggleBlinkingLight(light, false);
});
args.Handled = true;
}
public void ToggleBlinkingLight(PoweredLightComponent light, bool isNowBlinking)
{
if (light.IsBlinking == isNowBlinking)
return;
light.IsBlinking = isNowBlinking;
if (!light.Owner.TryGetComponent(out AppearanceComponent? appearance))
return;
appearance.SetData(PoweredLightVisuals.Blinking, isNowBlinking);
}
private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, SignalReceivedEvent args)
{
switch (args.Port)
{
case "toggle":
component.ToggleLight();
break;
}
}
}
}