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 ||
return;
}
- UpdateState(uid, component);
+ UpdateState(entity);
}
private void OnEmergencyExamine(EntityUid uid, EmergencyLightComponent component, ExaminedEvent args)
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));
}
}
}
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);
}
}
}
/// <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(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(uid, true);
- _appearance.SetData(uid, EmergencyLightVisuals.On, true);
- _ambient.SetAmbience(uid, true);
+ _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);
}
}