using System; using System.Collections.Generic; using Content.Server.Light.Components; using Content.Shared.Light; using Content.Shared.Light.Component; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; namespace Content.Server.Light.EntitySystems { [UsedImplicitly] public sealed class EmergencyLightSystem : SharedEmergencyLightSystem { private readonly HashSet _activeLights = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandleEmergencyLightMessage); SubscribeLocalEvent(GetCompState); SubscribeLocalEvent(HandleLightToggle); } private void HandleLightToggle(EntityUid uid, EmergencyLightComponent component, PointLightToggleEvent args) { if (component.Enabled == args.Enabled) return; component.Enabled = args.Enabled; component.Dirty(); } private void GetCompState(EntityUid uid, EmergencyLightComponent component, ref ComponentGetState args) { args.State = new EmergencyLightComponentState(component.Enabled); } private void HandleEmergencyLightMessage(EmergencyLightMessage message) { switch (message.State) { case EmergencyLightComponent.EmergencyLightState.On: case EmergencyLightComponent.EmergencyLightState.Charging: _activeLights.Add(message.Component); break; case EmergencyLightComponent.EmergencyLightState.Full: case EmergencyLightComponent.EmergencyLightState.Empty: _activeLights.Remove(message.Component); break; default: throw new ArgumentOutOfRangeException(); } } public override void Update(float frameTime) { foreach (var activeLight in _activeLights) { activeLight.OnUpdate(frameTime); } } } }