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Wall lights now require light bulbs. (#151)
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* Adds light_tube.rsi

Sprites taken from CEV Eris!

* Adds LightBulbComponent

* Wall lights now use light bulbs!

* Light bulb now updates its sprite when it changes.

* Comments the code.

* Adds license and copyright to new sprites
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Zumorica authored and PJB3005 committed Mar 22, 2019
1 parent 58e8aef commit b3aa1f6
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Showing 9 changed files with 296 additions and 20 deletions.
1 change: 1 addition & 0 deletions Content.Server/Content.Server.csproj
Expand Up @@ -86,6 +86,7 @@
<Compile Include="GameObjects\Components\Mobs\DamageThresholdTemplates\HumanTemplate.cs" />
<Compile Include="GameObjects\Components\Mobs\MindComponent.cs" />
<Compile Include="GameObjects\Components\Mobs\SpeciesComponent.cs" />
<Compile Include="GameObjects\Components\Power\LightBulbComponent.cs" />
<Compile Include="GameObjects\Components\Power\PowerCellComponent.cs" />
<Compile Include="GameObjects\Components\Power\PowerStorageComponent.cs" />
<Compile Include="GameObjects\Components\Power\PowerGeneratorComponent.cs" />
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1 change: 1 addition & 0 deletions Content.Server/EntryPoint.cs
Expand Up @@ -86,6 +86,7 @@ public override void Init()
factory.RegisterReference<PowerCellComponent, PowerStorageComponent>();
factory.Register<PowerDeviceComponent>();
factory.Register<PowerGeneratorComponent>();
factory.Register<LightBulbComponent>();

//Tools
factory.Register<MultitoolComponent>();
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71 changes: 71 additions & 0 deletions Content.Server/GameObjects/Components/Power/LightBulbComponent.cs
@@ -0,0 +1,71 @@
using System;
using SS14.Server.GameObjects;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Serialization;

namespace Content.Server.GameObjects.Components.Power
{
public enum LightBulbState
{
Normal,
Broken,
Burned,
}

public enum LightBulbType
{
Tube,
}

/// <summary>
/// Component that represents a light bulb. Can be broken, or burned, which turns them mostly useless.
/// </summary>
public class LightBulbComponent : Component
{

/// <summary>
/// Invoked whenever the state of the light bulb changes.
/// </summary>
public event EventHandler<EventArgs> OnLightBulbStateChange;

public override string Name => "LightBulb";

public LightBulbType Type = LightBulbType.Tube;

/// <summary>
/// The current state of the light bulb. Invokes the OnLightBulbStateChange event when set.
/// It also updates the bulb's sprite accordingly.
/// </summary>
public LightBulbState State
{
get { return _state; }
set
{
var sprite = Owner.GetComponent<SpriteComponent>();
OnLightBulbStateChange?.Invoke(this, EventArgs.Empty);
_state = value;
switch (value)
{
case LightBulbState.Normal:
sprite.LayerSetState(0, "normal");
break;
case LightBulbState.Broken:
sprite.LayerSetState(0, "broken");
break;
case LightBulbState.Burned:
sprite.LayerSetState(0, "burned");
break;
}
}
}

private LightBulbState _state = LightBulbState.Normal;

public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Type, "bulb", LightBulbType.Tube);
}

}
}
170 changes: 152 additions & 18 deletions Content.Server/GameObjects/Components/Power/PoweredLightComponent.cs
@@ -1,49 +1,183 @@
using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Inventory;
using SS14.Server.GameObjects;
using SS14.Server.GameObjects.Components.Container;
using SS14.Server.GameObjects.EntitySystems;
using SS14.Shared.Audio;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Timing;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Map;
using SS14.Shared.Serialization;
using SS14.Shared.ViewVariables;

namespace Content.Server.GameObjects.Components.Power
{
public class PoweredLightComponent : Component
/// <summary>
/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
/// </summary>
public class PoweredLightComponent : Component, IAttackHand, IAttackby
{
public override string Name => "PoweredLight";

private static readonly TimeSpan _thunkDelay = TimeSpan.FromSeconds(2);

private TimeSpan _lastThunk;

public override void Initialize()
private LightBulbType BulbType = LightBulbType.Tube;

[ViewVariables] private float Load = 40;

[ViewVariables] private ContainerSlot LightBulbContainer;

[ViewVariables]
private LightBulbComponent LightBulb
{
base.Initialize();
get
{
if (LightBulbContainer.ContainedEntity == null) return null;

LightBulbContainer.ContainedEntity.TryGetComponent(out LightBulbComponent bulb);

return bulb;
}
}

bool IAttackby.Attackby(IEntity user, IEntity attackwith)
{
if (!attackwith.HasComponent<LightBulbComponent>()) return false;

if (LightBulb != null) return false;

user.GetComponent<IHandsComponent>().Drop(attackwith, LightBulbContainer);

var inserted = LightBulbContainer.Insert(attackwith);

UpdateLight();

return inserted;
}

bool IAttackHand.Attackhand(IEntity user)
{
if (user.GetComponent<InventoryComponent>().GetSlotItem(EquipmentSlotDefines.Slots.GLOVES) != null)
{
EjectBulb(user);
UpdateLight();
return true;
}
else
{
if (!user.TryGetComponent(out DamageableComponent damageableComponent)) return false;
damageableComponent.TakeDamage(DamageType.Heat, 20);
}

UpdateLight();

return false;
}

/// <summary>
/// Ejects the bulb to a mob's hand if possible.
/// </summary>
private void EjectBulb(IEntity user)
{
if (LightBulb == null) return;

var bulb = LightBulb;

if (!LightBulbContainer.Remove(bulb.Owner)) return;

if (!user.TryGetComponent(out HandsComponent hands)
|| !hands.PutInHand(bulb.Owner.GetComponent<ItemComponent>()))
bulb.Owner.Transform.GridPosition = user.Transform.GridPosition;
}

public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Load, "load", 40);
serializer.DataField(ref BulbType, "bulb", LightBulbType.Tube);
}

/// <summary>
/// For attaching UpdateLight() to events.
/// </summary>
public void UpdateLight(object sender, EventArgs e)
{
UpdateLight();
}

/// <summary>
/// Updates the light's power drain, sprite and actual light state.
/// </summary>
public void UpdateLight()
{
var device = Owner.GetComponent<PowerDeviceComponent>();
var sprite = Owner.GetComponent<SpriteComponent>();
var light = Owner.GetComponent<PointLightComponent>();
device.OnPowerStateChanged += (sender, args) =>
if (LightBulb == null) // No light bulb.
{
if (args.Powered)
{
sprite.LayerSetState(0, "on");
light.State = LightState.On;
var time = IoCManager.Resolve<IGameTiming>().CurTime;
if (time > _lastThunk + _thunkDelay)
device.Load = 0;
sprite.LayerSetState(0, "empty");
light.State = LightState.Off;
return;
}

switch (LightBulb.State)
{
case LightBulbState.Normal:
if (device.Powered)
{
device.Load = Load;
sprite.LayerSetState(0, "on");
light.State = LightState.On;
var time = IoCManager.Resolve<IGameTiming>().CurTime;
if (time > _lastThunk + _thunkDelay)
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
.Play("/Audio/machines/light_tube_on.ogg", Owner, AudioParams.Default.WithVolume(-10f));
}
}
else
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
.Play("/Audio/machines/light_tube_on.ogg", Owner, AudioParams.Default.WithVolume(-10f));
device.Load = 0;
sprite.LayerSetState(0, "off");
light.State = LightState.Off;
}
}
else
{
sprite.LayerSetState(0, "off");

break;
case LightBulbState.Broken:
device.Load = 0;
sprite.LayerSetState(0, "broken");
light.State = LightState.Off;
}
};
break;
case LightBulbState.Burned:
device.Load = 0;
sprite.LayerSetState(0, "burned");
light.State = LightState.Off;
break;
}
}

public override void Initialize()
{
base.Initialize();

var device = Owner.GetComponent<PowerDeviceComponent>();
device.OnPowerStateChanged += UpdateLight;

LightBulbContainer = ContainerManagerComponent.Ensure<ContainerSlot>("light_bulb", Owner, out var existed);

if (!existed) // Insert a light tube if there wasn't any.
{
LightBulbContainer.Insert(Owner.EntityManager.SpawnEntity("LightTube"));
}
}
}
}
29 changes: 27 additions & 2 deletions Resources/Prototypes/Entities/Lights.yml
Expand Up @@ -3,7 +3,6 @@
name: "Unpowered Light"
components:
- type: Clickable
# So we can click on it for deletion.
- type: BoundingBox
- type: Sprite
sprite: Buildings/light_tube.rsi
Expand All @@ -28,6 +27,8 @@
id: poweredlight
parent: wall_light
components:
- type: Clickable
- type: BoundingBox
- type: Sprite
sprite: Buildings/light_tube.rsi
state: off
Expand All @@ -40,7 +41,31 @@
state: Off

- type: PowerDevice
load: 50
priority: Low

- type: PoweredLight
load: 40
bulb: Tube

- type: entity
parent: BaseItem
name: BaseLightbulb
id: BaseLightbulb
components:
- type: LightBulb

- type: entity
parent: BaseLightbulb
name: Light Tube
id: LightTube
components:
- type: LightBulb
bulb: Tube

- type: Sprite
sprite: Objects/light_tube.rsi
state: normal

- type: Icon
sprite: Objects/light_tube.rsi
state: normal
Binary file added Resources/Textures/Objects/light_tube.rsi/broken.png
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Binary file added Resources/Textures/Objects/light_tube.rsi/burned.png
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44 changes: 44 additions & 0 deletions Resources/Textures/Objects/light_tube.rsi/meta.json
@@ -0,0 +1,44 @@
{
"version": 1,
"size": {
"x": 32,
"y": 32
},
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/discordia-space/CEV-Eris at commit ad7c8621e5567b1b3b2b609f699b3b80cca785f2",
"states": [
{
"name": "normal",
"select": [],
"flags": {},
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "burned",
"select": [],
"flags": {},
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "broken",
"select": [],
"flags": {},
"directions": 1,
"delays": [
[
1.0
]
]
}
]
}
Binary file added Resources/Textures/Objects/light_tube.rsi/normal.png
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