using Content.Server.GameTicking.Events;
using Content.Shared.Clock;
using Content.Shared.Destructible;
using Robust.Server.GameStates;
using Robust.Shared.Random;
namespace Content.Server.Clock;
public sealed class ClockSystem : SharedClockSystem
{
[Dependency] private readonly PvsOverrideSystem _pvsOverride = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnRoundStart);
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnBreak);
}
private void OnRoundStart(RoundStartingEvent ev)
{
var manager = Spawn();
AddComp(manager);
}
private void OnMapInit(Entity ent, ref MapInitEvent args)
{
ent.Comp.TimeOffset = TimeSpan.FromHours(_robustRandom.NextFloat(0, 24));
_pvsOverride.AddGlobalOverride(ent);
Dirty(ent);
}
private void OnBreak(Entity ent, ref BreakageEventArgs args)
{
ent.Comp.StuckTime = GetClockTime(ent);
Dirty(ent, ent.Comp);
}
}