Fixes Emergency Lights not charging (#2873)

* Fixes Emergency Lights not charging

* Removed extra imports
This commit is contained in:
Daniel Castro Razo
2021-01-01 07:26:42 -06:00
committed by GitHub
parent 483f7f4385
commit 633ae5bc90
3 changed files with 17 additions and 20 deletions

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
}
}
private EmergencyLightState _state = EmergencyLightState.Charging;
private EmergencyLightState _state = EmergencyLightState.Empty;
[ViewVariables(VVAccess.ReadWrite)]
private float _wattage;
@@ -139,11 +139,15 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
public override void Initialize()
{
base.Initialize();
}
Owner.EnsureComponentWarn(out PowerReceiverComponent receiver);
receiver.OnPowerStateChanged += UpdateState;
State = EmergencyLightState.Charging;
public override void OnAdd()
{
base.OnAdd();
if (Owner.TryGetComponent(out PowerReceiverComponent receiver))
{
receiver.OnPowerStateChanged += UpdateState;
}
}
public override void OnRemove()

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
using JetBrains.Annotations;
@@ -9,7 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems
[UsedImplicitly]
internal sealed class EmergencyLightSystem : EntitySystem
{
private readonly List<EmergencyLightComponent> _activeLights = new();
private readonly HashSet<EmergencyLightComponent> _activeLights = new();
public override void Initialize()
{
@@ -21,19 +21,13 @@ namespace Content.Server.GameObjects.EntitySystems
{
switch (message.State)
{
case EmergencyLightComponent.EmergencyLightState.On:
case EmergencyLightComponent.EmergencyLightState.Charging:
if (_activeLights.Contains(message.Component))
_activeLights.Add(message.Component);
_activeLights.Add(message.Component);
break;
case EmergencyLightComponent.EmergencyLightState.Full:
case EmergencyLightComponent.EmergencyLightState.Empty:
_activeLights.Remove(message.Component);
break;
case EmergencyLightComponent.EmergencyLightState.On:
if (!_activeLights.Contains(message.Component))
_activeLights.Add(message.Component);
break;
default:
throw new ArgumentOutOfRangeException();
@@ -42,10 +36,9 @@ namespace Content.Server.GameObjects.EntitySystems
public override void Update(float frameTime)
{
for (var i = _activeLights.Count - 1; i >= 0; i--)
foreach (var activeLight in _activeLights)
{
var comp = _activeLights[i];
comp.OnUpdate(frameTime);
activeLight.OnUpdate(frameTime);
}
}
}

View File

@@ -11,11 +11,11 @@
offset: "0.5, 0"
color: "#FF4020"
mask: /Textures/Effects/LightMasks/emergency_mask.png
- type: EmergencyLight
- type: PowerReceiver
- type: Battery
maxCharge: 30000
startingCharge: 0
- type: EmergencyLight
- type: Sprite
sprite: Constructible/Lighting/emergency_light.rsi
state: emergency_light_off