using Content.Shared.Light.Components;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Shared.Light.EntitySystems;
///
/// Handles the roof flag for tiles that gets used for the RoofOverlay.
///
public abstract class SharedRoofSystem : EntitySystem
{
[Dependency] private readonly SharedMapSystem _maps = default!;
public void SetRoof(Entity grid, Vector2i index, bool value)
{
if (!Resolve(grid, ref grid.Comp1, ref grid.Comp2, false))
return;
if (!_maps.TryGetTile(grid.Comp1, index, out var tile))
return;
var mask = (tile.Flags & (byte)TileFlag.Roof);
var rooved = mask != 0x0;
if (rooved == value)
return;
Tile newTile;
if (value)
{
newTile = tile.WithFlag((byte)(tile.Flags | (ushort)TileFlag.Roof));
}
else
{
newTile = tile.WithFlag((byte)(tile.Flags & ~(ushort)TileFlag.Roof));
}
_maps.SetTile((grid.Owner, grid.Comp1), index, newTile);
}
}