* add: add small soft light to laser weapon + fix the bluest blue energy shield * git commit * boltlights done * add: HuetaSystem * add: Doorlights finally done * add: small light to lockers * add: small light to multitool * fix: fix naming * hui pizde * fix: fix parasha * add: small light to powercells * zabil * add: code light to welders * tweak: better energy and radius * add: better color parameters * add: less radius and energy for guns * add: better lights for vending machines * add: better light to consoles * add: better light for apc * shut up * fix: thank you neuro colleague
48 lines
1.9 KiB
C#
48 lines
1.9 KiB
C#
using Content.Server.Power.Components;
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using Content.Shared.Lightning;
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using Content.Shared.PowerCell;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Server._White.Lighting.Pointlight.Battery;
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public sealed class PointLightBatterySystem : SharedLightningSystem
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{
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[Dependency] private readonly SharedPointLightSystem _pointLightSystem = default!;
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[Dependency] private readonly SharedPowerCellSystem _cell = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PointLightBatteryComponent, PowerCellChangedEvent>(OnBatteryLoose);
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SubscribeLocalEvent<PointLightBatteryComponent, ChargeChangedEvent>(OnBatteryChargeChanged);
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}
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private void OnBatteryLoose(EntityUid uid, PointLightBatteryComponent component, PowerCellChangedEvent args)
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{
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if (!component.RequireBattery)
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return;
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if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
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return;
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var isBatteryCharged = _cell.HasDrawCharge(uid);
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_pointLightSystem.SetEnabled(uid, isBatteryCharged && !args.Ejected, pointLightComponent);
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RaiseLocalEvent(uid, new PointLightToggleEvent(isBatteryCharged && !args.Ejected), true);
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}
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private void OnBatteryChargeChanged(EntityUid uid, PointLightBatteryComponent component, ChargeChangedEvent args)
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{
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if (!component.RequireBattery)
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return;
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if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
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return;
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var isBatteryCharged = TryComp<ProjectileBatteryAmmoProviderComponent>(uid, out var projectileBattery) && projectileBattery.Shots > 0;
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_pointLightSystem.SetEnabled(uid, isBatteryCharged, pointLightComponent);
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RaiseLocalEvent(uid, new PointLightToggleEvent(isBatteryCharged), true);
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}
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}
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