Emergency Lights now changes color depending on alert level and whether or not the light is powered. (#26932)

* Emergency Lights now change color depending on alert level and whether or not they are powered.

* Made a condition for null alert level, added summary doc.

* Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent>
This commit is contained in:
superjj18
2024-04-18 06:50:08 -04:00
committed by GitHub
parent 7b94e244b3
commit ebf87be9f2
4 changed files with 80 additions and 35 deletions

View File

@@ -31,9 +31,9 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
SubscribeLocalEvent<EmergencyLightComponent, PowerChangedEvent>(OnEmergencyPower);
}
private void OnEmergencyPower(EntityUid uid, EmergencyLightComponent component, ref PowerChangedEvent args)
private void OnEmergencyPower(Entity<EmergencyLightComponent> entity, ref PowerChangedEvent args)
{
var meta = MetaData(uid);
var meta = MetaData(entity.Owner);
// TODO: PowerChangedEvent shouldn't be issued for paused ents but this is the world we live in.
if (meta.EntityLifeStage >= EntityLifeStage.Terminating ||
@@ -42,7 +42,7 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
return;
}
UpdateState(uid, component);
UpdateState(entity);
}
private void OnEmergencyExamine(EntityUid uid, EmergencyLightComponent component, ExaminedEvent args)
@@ -111,13 +111,13 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
if (details.ForceEnableEmergencyLights && !light.ForciblyEnabled)
{
light.ForciblyEnabled = true;
TurnOn(uid, light);
TurnOn((uid, light));
}
else if (!details.ForceEnableEmergencyLights && light.ForciblyEnabled)
{
// Previously forcibly enabled, and we went down an alert level.
light.ForciblyEnabled = false;
UpdateState(uid, light);
UpdateState((uid, light));
}
}
}
@@ -135,31 +135,31 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
var query = EntityQueryEnumerator<ActiveEmergencyLightComponent, EmergencyLightComponent, BatteryComponent>();
while (query.MoveNext(out var uid, out _, out var emergencyLight, out var battery))
{
Update(uid, emergencyLight, battery, frameTime);
Update((uid, emergencyLight), battery, frameTime);
}
}
private void Update(EntityUid uid, EmergencyLightComponent component, BatteryComponent battery, float frameTime)
private void Update(Entity<EmergencyLightComponent> entity, BatteryComponent battery, float frameTime)
{
if (component.State == EmergencyLightState.On)
if (entity.Comp.State == EmergencyLightState.On)
{
if (!_battery.TryUseCharge(uid, component.Wattage * frameTime, battery))
if (!_battery.TryUseCharge(entity.Owner, entity.Comp.Wattage * frameTime, battery))
{
SetState(uid, component, EmergencyLightState.Empty);
TurnOff(uid, component);
SetState(entity.Owner, entity.Comp, EmergencyLightState.Empty);
TurnOff(entity);
}
}
else
{
_battery.SetCharge(uid, battery.CurrentCharge + component.ChargingWattage * frameTime * component.ChargingEfficiency, battery);
_battery.SetCharge(entity.Owner, battery.CurrentCharge + entity.Comp.ChargingWattage * frameTime * entity.Comp.ChargingEfficiency, battery);
if (battery.IsFullyCharged)
{
if (TryComp<ApcPowerReceiverComponent>(uid, out var receiver))
if (TryComp<ApcPowerReceiverComponent>(entity.Owner, out var receiver))
{
receiver.Load = 1;
}
SetState(uid, component, EmergencyLightState.Full);
SetState(entity.Owner, entity.Comp, EmergencyLightState.Full);
}
}
}
@@ -167,35 +167,73 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
/// <summary>
/// Updates the light's power drain, battery drain, sprite and actual light state.
/// </summary>
public void UpdateState(EntityUid uid, EmergencyLightComponent component)
public void UpdateState(Entity<EmergencyLightComponent> entity)
{
if (!TryComp<ApcPowerReceiverComponent>(uid, out var receiver))
if (!TryComp<ApcPowerReceiverComponent>(entity.Owner, out var receiver))
return;
if (receiver.Powered && !component.ForciblyEnabled)
if (!TryComp<AlertLevelComponent>(_station.GetOwningStation(entity.Owner), out var alerts))
return;
if (alerts.AlertLevels == null || !alerts.AlertLevels.Levels.TryGetValue(alerts.CurrentLevel, out var details))
{
receiver.Load = (int) Math.Abs(component.Wattage);
TurnOff(uid, component);
SetState(uid, component, EmergencyLightState.Charging);
TurnOff(entity, Color.Red); // if no alert, default to off red state
return;
}
else
if (receiver.Powered && !entity.Comp.ForciblyEnabled) // Green alert
{
TurnOn(uid, component);
SetState(uid, component, EmergencyLightState.On);
receiver.Load = (int) Math.Abs(entity.Comp.Wattage);
TurnOff(entity, details.Color);
SetState(entity.Owner, entity.Comp, EmergencyLightState.Charging);
}
else if (!receiver.Powered) // If internal battery runs out it will end in off red state
{
TurnOn(entity, Color.Red);
SetState(entity.Owner, entity.Comp, EmergencyLightState.On);
}
else // Powered and enabled
{
TurnOn(entity, details.Color);
SetState(entity.Owner, entity.Comp, EmergencyLightState.On);
}
}
private void TurnOff(EntityUid uid, EmergencyLightComponent component)
private void TurnOff(Entity<EmergencyLightComponent> entity)
{
_pointLight.SetEnabled(uid, false);
_appearance.SetData(uid, EmergencyLightVisuals.On, false);
_ambient.SetAmbience(uid, false);
_pointLight.SetEnabled(entity.Owner, false);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, false);
_ambient.SetAmbience(entity.Owner, false);
}
private void TurnOn(EntityUid uid, EmergencyLightComponent component)
/// <summary>
/// Turn off emergency light and set color.
/// </summary>
private void TurnOff(Entity<EmergencyLightComponent> entity, Color color)
{
_pointLight.SetEnabled(uid, true);
_appearance.SetData(uid, EmergencyLightVisuals.On, true);
_ambient.SetAmbience(uid, true);
_pointLight.SetEnabled(entity.Owner, false);
_pointLight.SetColor(entity.Owner, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.Color, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, false);
_ambient.SetAmbience(entity.Owner, false);
}
private void TurnOn(Entity<EmergencyLightComponent> entity)
{
_pointLight.SetEnabled(entity.Owner, true);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, true);
_ambient.SetAmbience(entity.Owner, true);
}
/// <summary>
/// Turn on emergency light and set color.
/// </summary>
private void TurnOn(Entity<EmergencyLightComponent> entity, Color color)
{
_pointLight.SetEnabled(entity.Owner, true);
_pointLight.SetColor(entity.Owner, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.Color, color);
_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, true);
_ambient.SetAmbience(entity.Owner, true);
}
}