using Content.Server.GameTicking.Rules.VariationPass.Components;
using Content.Server.Light.Components;
using Content.Server.Light.EntitySystems;
using Content.Shared.Light.Components;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules.VariationPass;
///
public sealed class PoweredLightVariationPassSystem : VariationPassSystem
{
[Dependency] private readonly PoweredLightSystem _poweredLight = default!;
protected override void ApplyVariation(Entity ent, ref StationVariationPassEvent args)
{
var query = AllEntityQuery();
while (query.MoveNext(out var uid, out var comp, out var xform))
{
if (!IsMemberOfStation((uid, xform), ref args))
continue;
if (Random.Prob(ent.Comp.LightBreakChance))
{
var proto = comp.BulbType switch
{
LightBulbType.Tube => ent.Comp.BrokenLightTubePrototype,
_ => ent.Comp.BrokenLightBulbPrototype,
};
_poweredLight.ReplaceSpawnedPrototype((uid, comp), proto);
continue;
}
if (!Random.Prob(ent.Comp.LightAgingChance))
continue;
if (comp.BulbType == LightBulbType.Tube)
{
// some aging fluorescents (tubes) start to flicker
// its also way too annoying right now so we wrap it in another prob lol
if (Random.Prob(ent.Comp.AgedLightTubeFlickerChance))
_poweredLight.ToggleBlinkingLight(uid, comp, true);
_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightTubePrototype);
}
else
{
_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightBulbPrototype);
}
}
}
}