using Content.Server.Ghost;
using Content.Shared.Light.Components;
using Content.Shared.Light.EntitySystems;
namespace Content.Server.Light.EntitySystems;
///
/// System for the PoweredLightComponents
///
public sealed class PoweredLightSystem : SharedPoweredLightSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnGhostBoo);
}
private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
{
if (light.IgnoreGhostsBoo)
return;
// check cooldown first to prevent abuse
var time = GameTiming.CurTime;
if (light.LastGhostBlink != null)
{
if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown)
return;
}
light.LastGhostBlink = time;
ToggleBlinkingLight(uid, light, true);
uid.SpawnTimer(light.GhostBlinkingTime, () =>
{
ToggleBlinkingLight(uid, light, false);
});
args.Handled = true;
}
private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args)
{
// TODO: Use ContainerFill dog
if (light.HasLampOnSpawn != null)
{
var entity = EntityManager.SpawnEntity(light.HasLampOnSpawn, EntityManager.GetComponent(uid).Coordinates);
ContainerSystem.Insert(entity, light.LightBulbContainer);
}
// need this to update visualizers
UpdateLight(uid, light);
}
}