Re-organize all projects (#4166)
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182
Content.Server/Light/Components/EmergencyLightComponent.cs
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182
Content.Server/Light/Components/EmergencyLightComponent.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.Battery.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Examine;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Light.Components
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{
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/// <summary>
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/// Component that represents an emergency light, it has an internal battery that charges when the power is on.
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/// </summary>
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[RegisterComponent]
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public class EmergencyLightComponent : Component, IExamine
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{
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public override string Name => "EmergencyLight";
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[ViewVariables]
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private EmergencyLightState State
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{
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get => _state;
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set
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{
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if (_state == value)
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return;
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_state = value;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new EmergencyLightMessage(this, _state));
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}
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}
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private EmergencyLightState _state = EmergencyLightState.Empty;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("wattage")]
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private float _wattage = 5;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("chargingWattage")]
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private float _chargingWattage = 60;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("chargingEfficiency")]
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private float _chargingEfficiency = 0.85f;
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/// <summary>
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/// For attaching UpdateState() to events.
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/// </summary>
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public void UpdateState(PowerChangedMessage e)
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{
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UpdateState();
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}
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/// <summary>
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/// Updates the light's power drain, battery drain, sprite and actual light state.
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/// </summary>
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public void UpdateState()
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{
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if (!Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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return;
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}
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if (receiver.Powered)
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{
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receiver.Load = (int) Math.Abs(_wattage);
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TurnOff();
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State = EmergencyLightState.Charging;
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}
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else
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{
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TurnOn();
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State = EmergencyLightState.On;
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}
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}
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public void OnUpdate(float frameTime)
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{
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if (Owner.Deleted || !Owner.TryGetComponent(out BatteryComponent? battery))
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{
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return;
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}
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if(State == EmergencyLightState.On)
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{
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if (!battery.TryUseCharge(_wattage * frameTime))
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{
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State = EmergencyLightState.Empty;
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TurnOff();
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}
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}
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else
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{
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battery.CurrentCharge += _chargingWattage * frameTime * _chargingEfficiency;
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if (battery.BatteryState == BatteryState.Full)
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{
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if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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receiver.Load = 1;
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}
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State = EmergencyLightState.Full;
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}
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}
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}
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private void TurnOff()
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{
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "emergency_light_off");
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}
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if (Owner.TryGetComponent(out PointLightComponent? light))
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{
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light.Enabled = false;
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}
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}
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private void TurnOn()
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{
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "emergency_light_on");
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}
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if (Owner.TryGetComponent(out PointLightComponent? light))
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{
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light.Enabled = true;
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PowerChangedMessage powerChanged:
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UpdateState(powerChanged);
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break;
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}
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString($"The battery indicator displays: {BatteryStateText[State]}."));
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}
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public enum EmergencyLightState
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{
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Charging,
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Full,
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Empty,
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On
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}
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public Dictionary<EmergencyLightState, string> BatteryStateText = new()
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{
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{ EmergencyLightState.Full, "[color=darkgreen]Full[/color]"},
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{ EmergencyLightState.Empty, "[color=darkred]Empty[/color]"},
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{ EmergencyLightState.Charging, "[color=darkorange]Charging[/color]"},
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{ EmergencyLightState.On, "[color=darkorange]Discharging[/color]"}
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};
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}
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public sealed class EmergencyLightMessage : EntityEventArgs
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{
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public EmergencyLightComponent Component { get; }
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public EmergencyLightComponent.EmergencyLightState State { get; }
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public EmergencyLightMessage(EmergencyLightComponent component, EmergencyLightComponent.EmergencyLightState state)
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{
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Component = component;
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State = state;
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}
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}
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}
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