using Content.Server.Light.Components; using Content.Shared.Clothing.Components; using Content.Shared.Clothing.EntitySystems; using Content.Shared.IgnitionSource; using Content.Shared.Interaction.Events; using Content.Shared.Item; using Content.Shared.Light.Components; using Content.Shared.Tag; using Content.Shared.Verbs; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Shared.Audio.Systems; using Robust.Shared.Utility; namespace Content.Server.Light.EntitySystems { [UsedImplicitly] public sealed class ExpendableLightSystem : EntitySystem { [Dependency] private readonly SharedItemSystem _item = default!; [Dependency] private readonly ClothingSystem _clothing = default!; [Dependency] private readonly TagSystem _tagSystem = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly MetaDataSystem _metaData = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnExpLightInit); SubscribeLocalEvent(OnExpLightUse); SubscribeLocalEvent>(AddIgniteVerb); } public override void Update(float frameTime) { var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var light)) { UpdateLight((uid, light), frameTime); } } private void UpdateLight(Entity ent, float frameTime) { var component = ent.Comp; if (!component.Activated) return; component.StateExpiryTime -= frameTime; if (component.StateExpiryTime <= 0f) { switch (component.CurrentState) { case ExpendableLightState.Lit: component.CurrentState = ExpendableLightState.Fading; component.StateExpiryTime = component.FadeOutDuration; UpdateVisualizer(ent); break; default: case ExpendableLightState.Fading: component.CurrentState = ExpendableLightState.Dead; var meta = MetaData(ent); _metaData.SetEntityName(ent, Loc.GetString(component.SpentName), meta); _metaData.SetEntityDescription(ent, Loc.GetString(component.SpentDesc), meta); _tagSystem.AddTag(ent, "Trash"); UpdateSounds(ent); UpdateVisualizer(ent); if (TryComp(ent, out var item)) { _item.SetHeldPrefix(ent, "unlit", component: item); } break; } } } /// /// Enables the light if it is not active. Once active it cannot be turned off. /// public bool TryActivate(Entity ent) { var component = ent.Comp; if (!component.Activated && component.CurrentState == ExpendableLightState.BrandNew) { if (TryComp(ent, out var item)) { _item.SetHeldPrefix(ent, "lit", component: item); } var ignite = new IgnitionEvent(true); RaiseLocalEvent(ent, ref ignite); component.CurrentState = ExpendableLightState.Lit; component.StateExpiryTime = component.GlowDuration; UpdateSounds(ent); UpdateVisualizer(ent); return true; } return false; } private void UpdateVisualizer(Entity ent, AppearanceComponent? appearance = null) { var component = ent.Comp; if (!Resolve(ent, ref appearance, false)) return; _appearance.SetData(ent, ExpendableLightVisuals.State, component.CurrentState, appearance); switch (component.CurrentState) { case ExpendableLightState.Lit: _appearance.SetData(ent, ExpendableLightVisuals.Behavior, component.TurnOnBehaviourID, appearance); break; case ExpendableLightState.Fading: _appearance.SetData(ent, ExpendableLightVisuals.Behavior, component.FadeOutBehaviourID, appearance); break; case ExpendableLightState.Dead: _appearance.SetData(ent, ExpendableLightVisuals.Behavior, string.Empty, appearance); var ignite = new IgnitionEvent(false); RaiseLocalEvent(ent, ref ignite); break; } } private void UpdateSounds(Entity ent) { var component = ent.Comp; switch (component.CurrentState) { case ExpendableLightState.Lit: _audio.PlayPvs(component.LitSound, ent); break; case ExpendableLightState.Fading: break; default: _audio.PlayPvs(component.DieSound, ent); break; } if (TryComp(ent, out var clothing)) { _clothing.SetEquippedPrefix(ent, component.Activated ? "Activated" : string.Empty, clothing); } } private void OnExpLightInit(EntityUid uid, ExpendableLightComponent component, ComponentInit args) { if (TryComp(uid, out var item)) { _item.SetHeldPrefix(uid, "unlit", component: item); } component.CurrentState = ExpendableLightState.BrandNew; EntityManager.EnsureComponent(uid); } private void OnExpLightUse(Entity ent, ref UseInHandEvent args) { if (args.Handled) return; if (TryActivate(ent)) args.Handled = true; } private void AddIgniteVerb(Entity ent, ref GetVerbsEvent args) { if (!args.CanAccess || !args.CanInteract) return; if (ent.Comp.CurrentState != ExpendableLightState.BrandNew) return; // Ignite the flare or make the glowstick glow. // Also hot damn, those are some shitty glowsticks, we need to get a refund. ActivationVerb verb = new() { Text = Loc.GetString("expendable-light-start-verb"), Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/light.svg.192dpi.png")), Act = () => TryActivate(ent) }; args.Verbs.Add(verb); } } }