using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Whitelist;
using Content.Shared.Xenoarchaeology.Artifact.XAE.Components;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Xenoarchaeology.Artifact.XAE;
///
/// System for xeno artifact effect that damages entities from whitelist in area.
///
public sealed class XAEDamageInAreaSystem : BaseXAESystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
/// Pre-allocated and re-used collection.
private readonly HashSet _entitiesInRange = new();
///
protected override void OnActivated(Entity ent, ref XenoArtifactNodeActivatedEvent args)
{
if (!_timing.IsFirstTimePredicted)
return;
var damageInAreaComponent = ent.Comp;
_entitiesInRange.Clear();
_lookup.GetEntitiesInRange(ent.Owner, damageInAreaComponent.Radius, _entitiesInRange);
foreach (var entityInRange in _entitiesInRange)
{
if (!_random.Prob(damageInAreaComponent.DamageChance))
continue;
if (_whitelistSystem.IsWhitelistFail(damageInAreaComponent.Whitelist, entityInRange))
continue;
_damageable.TryChangeDamage(entityInRange, damageInAreaComponent.Damage, damageInAreaComponent.IgnoreResistances);
}
}
}