Fixes Emergency Lights not charging (#2873)
* Fixes Emergency Lights not charging * Removed extra imports
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483f7f4385
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633ae5bc90
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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}
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}
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private EmergencyLightState _state = EmergencyLightState.Charging;
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private EmergencyLightState _state = EmergencyLightState.Empty;
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[ViewVariables(VVAccess.ReadWrite)]
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private float _wattage;
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@@ -139,11 +139,15 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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public override void Initialize()
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{
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base.Initialize();
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}
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Owner.EnsureComponentWarn(out PowerReceiverComponent receiver);
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receiver.OnPowerStateChanged += UpdateState;
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State = EmergencyLightState.Charging;
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public override void OnAdd()
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{
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base.OnAdd();
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if (Owner.TryGetComponent(out PowerReceiverComponent receiver))
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{
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receiver.OnPowerStateChanged += UpdateState;
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}
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}
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public override void OnRemove()
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@@ -1,4 +1,4 @@
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using System;
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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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@@ -9,7 +9,7 @@ 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 readonly List<EmergencyLightComponent> _activeLights = new();
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private readonly HashSet<EmergencyLightComponent> _activeLights = new();
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public override void Initialize()
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{
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@@ -21,19 +21,13 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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switch (message.State)
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{
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case EmergencyLightComponent.EmergencyLightState.On:
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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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_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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@@ -42,10 +36,9 @@ namespace Content.Server.GameObjects.EntitySystems
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public override void Update(float frameTime)
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{
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for (var i = _activeLights.Count - 1; i >= 0; i--)
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foreach (var activeLight in _activeLights)
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{
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var comp = _activeLights[i];
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comp.OnUpdate(frameTime);
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activeLight.OnUpdate(frameTime);
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}
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}
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}
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@@ -11,11 +11,11 @@
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offset: "0.5, 0"
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color: "#FF4020"
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mask: /Textures/Effects/LightMasks/emergency_mask.png
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- type: EmergencyLight
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- type: PowerReceiver
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- type: Battery
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maxCharge: 30000
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startingCharge: 0
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- type: EmergencyLight
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- type: Sprite
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sprite: Constructible/Lighting/emergency_light.rsi
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state: emergency_light_off
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