using Content.Server.Anomaly.Components;
using Content.Server.Cargo.Systems;
using Content.Shared.Anomaly;
using Robust.Shared.Timing;
namespace Content.Server.Anomaly.Effects;
///
/// This component reduces the value of the entity during decay
///
public sealed class AnomalyCoreSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnGetPrice);
}
private void OnMapInit(Entity core, ref MapInitEvent args)
{
core.Comp.DecayMoment = _gameTiming.CurTime + TimeSpan.FromSeconds(core.Comp.TimeToDecay);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var component))
{
if (component.IsDecayed)
continue;
//When time runs out, we completely decompose
if (component.DecayMoment < _gameTiming.CurTime)
Decay(uid, component);
}
}
private void OnGetPrice(Entity core, ref PriceCalculationEvent args)
{
var timeLeft = core.Comp.DecayMoment - _gameTiming.CurTime;
var lerp = (double) (timeLeft.TotalSeconds / core.Comp.TimeToDecay);
lerp = Math.Clamp(lerp, 0, 1);
args.Price = MathHelper.Lerp(core.Comp.EndPrice, core.Comp.StartPrice, lerp);
}
private void Decay(EntityUid uid, AnomalyCoreComponent component)
{
_appearance.SetData(uid, AnomalyCoreVisuals.Decaying, false);
component.IsDecayed = true;
}
}