Event-based emergency lights (#2217)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,4 +1,6 @@
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using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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@@ -7,10 +9,42 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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internal sealed class EmergencyLightSystem : EntitySystem
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{
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private List<EmergencyLightComponent> _activeLights = new List<EmergencyLightComponent>();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
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}
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private void HandleEmergencyLightMessage(EmergencyLightMessage message)
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{
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switch (message.State)
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{
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case EmergencyLightComponent.EmergencyLightState.Charging:
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if (_activeLights.Contains(message.Component))
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_activeLights.Add(message.Component);
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break;
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case EmergencyLightComponent.EmergencyLightState.Full:
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case EmergencyLightComponent.EmergencyLightState.Empty:
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_activeLights.Remove(message.Component);
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break;
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case EmergencyLightComponent.EmergencyLightState.On:
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if (!_activeLights.Contains(message.Component))
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_activeLights.Add(message.Component);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<EmergencyLightComponent>())
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for (var i = _activeLights.Count - 1; i >= 0; i--)
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{
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var comp = _activeLights[i];
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comp.OnUpdate(frameTime);
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}
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}
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