using Content.Shared;
using Content.Shared.Light.Components;
using Content.Shared.Light.EntitySystems;
using Robust.Shared.Random;
namespace Content.Server.Light.EntitySystems;
///
public sealed class LightCycleSystem : SharedLightCycleSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
protected override void OnCycleMapInit(Entity ent, ref MapInitEvent args)
{
base.OnCycleMapInit(ent, ref args);
if (ent.Comp.InitialOffset)
{
SetOffset(ent, _random.Next(ent.Comp.Duration));
}
}
}