light refactoring/rework (#19314)
Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
92
Content.Shared/Light/Components/HandheldLightComponent.cs
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92
Content.Shared/Light/Components/HandheldLightComponent.cs
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using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Light.Components;
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedHandheldLightSystem))]
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public sealed partial class HandheldLightComponent : Component
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{
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public byte? Level;
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public bool Activated;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("wattage")]
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public float Wattage { get; set; } = .8f;
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[DataField("turnOnSound")]
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public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Items/flashlight_on.ogg");
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[DataField("turnOnFailSound")]
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public SoundSpecifier TurnOnFailSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
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[DataField("turnOffSound")]
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public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Items/flashlight_off.ogg");
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/// <summary>
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/// Whether to automatically set item-prefixes when toggling the flashlight.
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/// </summary>
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/// <remarks>
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/// Flashlights should probably be using explicit unshaded sprite, in-hand and clothing layers, this is
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/// mostly here for backwards compatibility.
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/// </remarks>
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[DataField("addPrefix")]
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public bool AddPrefix = false;
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[DataField("toggleActionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string ToggleActionId = "ToggleLight";
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/// <summary>
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/// Whether or not the light can be toggled via standard interactions
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/// (alt verbs, using in hand, etc)
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/// </summary>
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[DataField("toggleOnInteract")]
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public bool ToggleOnInteract = true;
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[DataField("toggleAction")]
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public InstantAction? ToggleAction;
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public const int StatusLevels = 6;
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/// <summary>
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/// Specify the ID of the light behaviour to use when the state of the light is Dying
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/// </summary>
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[DataField("blinkingBehaviourId")]
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public string BlinkingBehaviourId { get; set; } = string.Empty;
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/// <summary>
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/// Specify the ID of the light behaviour to use when the state of the light is LowPower
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/// </summary>
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[DataField("radiatingBehaviourId")]
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public string RadiatingBehaviourId { get; set; } = string.Empty;
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[Serializable, NetSerializable]
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public sealed class HandheldLightComponentState : ComponentState
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{
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public byte? Charge { get; }
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public bool Activated { get; }
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public HandheldLightComponentState(bool activated, byte? charge)
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{
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Activated = activated;
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Charge = charge;
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}
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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128
Content.Shared/Light/Components/LightBulbComponent.cs
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128
Content.Shared/Light/Components/LightBulbComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Component that represents a light bulb. Can be broken, or burned, which turns them mostly useless.
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/// TODO: Breaking and burning should probably be moved to another component eventually.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class LightBulbComponent : Component
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{
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/// <summary>
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/// The color of the lightbulb and the light it produces.
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/// </summary>
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[DataField("color")]
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[ViewVariables(VVAccess.ReadWrite)]
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public Color Color = Color.White;
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/// <summary>
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/// The type of lightbulb. Tube/bulb/etc...
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/// </summary>
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[DataField("bulb")]
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[ViewVariables(VVAccess.ReadWrite)]
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public LightBulbType Type = LightBulbType.Tube;
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/// <summary>
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/// The initial state of the lightbulb.
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/// </summary>
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[DataField("startingState")]
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public LightBulbState State = LightBulbState.Normal;
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/// <summary>
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/// The temperature the air around the lightbulb is exposed to when the lightbulb burns out.
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/// </summary>
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[DataField("BurningTemperature")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int BurningTemperature = 1400;
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/// <summary>
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/// Relates to how bright the light produced by the lightbulb is.
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/// </summary>
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[DataField("lightEnergy")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float LightEnergy = 0.8f;
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/// <summary>
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/// The maximum radius of the point light source this light produces.
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/// </summary>
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[DataField("lightRadius")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float LightRadius = 10;
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/// <summary>
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/// Relates to the falloff constant of the light produced by the lightbulb.
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/// </summary>
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[DataField("lightSoftness")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float LightSoftness = 1;
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/// <summary>
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/// The amount of power used by the lightbulb when it's active.
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/// </summary>
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[DataField("PowerUse")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int PowerUse = 60;
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/// <summary>
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/// The sound produced when the lightbulb breaks.
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/// </summary>
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[DataField("breakSound")]
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[ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier BreakSound = new SoundCollectionSpecifier("GlassBreak");
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#region Appearance
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/// <summary>
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/// The sprite state used when the lightbulb is intact.
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/// </summary>
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[DataField("normalSpriteState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string NormalSpriteState = "normal";
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/// <summary>
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/// The sprite state used when the lightbulb is broken.
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/// </summary>
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[DataField("brokenSpriteState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string BrokenSpriteState = "broken";
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/// <summary>
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/// The sprite state used when the lightbulb is burned.
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/// </summary>
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[DataField("burnedSpriteState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string BurnedSpriteState = "burned";
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#endregion Appearance
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}
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[Serializable, NetSerializable]
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public enum LightBulbState : byte
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{
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Normal,
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Broken,
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Burned,
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}
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[Serializable, NetSerializable]
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public enum LightBulbVisuals : byte
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{
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State,
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Color
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}
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[Serializable, NetSerializable]
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public enum LightBulbType : byte
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{
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Bulb,
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Tube,
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}
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[Serializable, NetSerializable]
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public enum LightBulbVisualLayers : byte
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{
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Base,
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}
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Makes the color of lights on an entity fluctuate. Will update point-light color and modulate some or all of the
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/// sprite layers. Will also modulate the color of any unshaded layers that this entity contributes to a wearer or holder.
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/// </summary>
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/// <remarks>
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/// Networked ~~solely for admemes~~ for completely legitimate reasons, like hacked energy swords.
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/// </remarks>
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[NetworkedComponent, RegisterComponent, Access(typeof(SharedRgbLightControllerSystem))]
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public sealed partial class RgbLightControllerComponent : Component
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{
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[DataField("cycleRate")]
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public float CycleRate { get; set; } = 0.1f;
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/// <summary>
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/// What layers of the sprite to modulate? If null, will affect only unshaded layers.
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/// </summary>
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[DataField("layers")]
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public List<int>? Layers;
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/// <summary>
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/// Original light color from befor the rgb was aded. Used to revert colors when removed.
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/// </summary>
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public Color OriginalLightColor;
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/// <summary>
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/// Original colors of the sprite layersfrom before the rgb was added. Used to revert colors when removed.
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/// </summary>
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public Dictionary<int, Color>? OriginalLayerColors;
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/// <summary>
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/// User that is holding or wearing this entity
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/// </summary>
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public EntityUid? Holder;
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/// <summary>
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/// List of unshaded layers on the holder/wearer that are being modulated.
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/// </summary>
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public List<string>? HolderLayers;
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}
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[Serializable, NetSerializable]
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public sealed class RgbLightControllerState : ComponentState
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{
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public readonly float CycleRate;
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public List<int>? Layers;
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public RgbLightControllerState(float cycleRate, List<int>? layers)
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{
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CycleRate = cycleRate;
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Layers = layers;
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}
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}
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21
Content.Shared/Light/Components/RotatingLightComponent.cs
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21
Content.Shared/Light/Components/RotatingLightComponent.cs
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using Robust.Shared.GameStates;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Animates a point light's rotation while enabled.
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/// All animation is done in the client system.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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[Access(typeof(SharedRotatingLightSystem))]
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public sealed partial class RotatingLightComponent : Component
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{
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/// <summary>
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/// Speed to rotate at, in degrees per second
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/// </summary>
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[DataField("speed")]
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public float Speed = 90f;
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[ViewVariables, AutoNetworkedField]
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public bool Enabled = true;
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}
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@@ -0,0 +1,26 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Handles station alert level and power changes for emergency lights.
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/// All logic is serverside, animation is handled by <see cref="RotatingLightComponent"/>.
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/// </summary>
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[Access(typeof(SharedEmergencyLightSystem))]
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public abstract partial class SharedEmergencyLightComponent : Component
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{
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}
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[Serializable, NetSerializable]
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public enum EmergencyLightVisuals
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{
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On,
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Color
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}
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public enum EmergencyLightVisualLayers
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{
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Base,
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LightOff,
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LightOn,
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}
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@@ -0,0 +1,57 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Components;
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[NetworkedComponent]
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public abstract partial class SharedExpendableLightComponent : Component
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{
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public static readonly AudioParams LoopedSoundParams = new(0, 1, "Master", 62.5f, 1, 1, true, 0.3f);
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[ViewVariables(VVAccess.ReadOnly)]
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public ExpendableLightState CurrentState { get; set; }
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[DataField("turnOnBehaviourID")]
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public string TurnOnBehaviourID { get; set; } = string.Empty;
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[DataField("fadeOutBehaviourID")]
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public string FadeOutBehaviourID { get; set; } = string.Empty;
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[DataField("glowDuration")]
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public float GlowDuration { get; set; } = 60 * 15f;
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[DataField("fadeOutDuration")]
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public float FadeOutDuration { get; set; } = 60 * 5f;
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[DataField("spentDesc")]
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public string SpentDesc { get; set; } = string.Empty;
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[DataField("spentName")]
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public string SpentName { get; set; } = string.Empty;
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[DataField("litSound")]
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public SoundSpecifier? LitSound { get; set; }
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[DataField("loopedSound")]
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public SoundSpecifier? LoopedSound { get; set; }
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[DataField("dieSound")]
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public SoundSpecifier? DieSound { get; set; } = null;
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}
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[Serializable, NetSerializable]
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public enum ExpendableLightVisuals
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{
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State,
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Behavior
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}
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[Serializable, NetSerializable]
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public enum ExpendableLightState
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{
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BrandNew,
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Lit,
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Fading,
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Dead
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}
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@@ -0,0 +1,8 @@
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// A component which applies a specific behaviour to a PointLightComponent on its owner.
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/// </summary>
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public abstract partial class SharedLightBehaviourComponent : Component
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{
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}
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@@ -0,0 +1,29 @@
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Decals;
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using Robust.Shared.Audio;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// This is simplified version of <see cref="HandheldLightComponent"/>.
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/// It doesn't consume any power and can be toggle only by verb.
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/// </summary>
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[RegisterComponent]
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public sealed partial class UnpoweredFlashlightComponent : Component
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{
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[DataField("toggleFlashlightSound")]
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public SoundSpecifier ToggleSound = new SoundPathSpecifier("/Audio/Items/flashlight_pda.ogg");
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[ViewVariables] public bool LightOn = false;
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[DataField("toggleAction", required: true)]
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public InstantAction ToggleAction = new();
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/// <summary>
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/// <see cref="ColorPalettePrototype"/> ID that determines the list
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/// of colors to select from when we get emagged
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/// </summary>
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[DataField("emaggedColorsPrototype")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string EmaggedColorsPrototype = "Emagged";
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}
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