using System; using System.Collections.Generic; using Content.Server.Light.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.Light.EntitySystems { [UsedImplicitly] internal sealed class EmergencyLightSystem : EntitySystem { private readonly HashSet _activeLights = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandleEmergencyLightMessage); } private void HandleEmergencyLightMessage(EmergencyLightMessage message) { switch (message.State) { case EmergencyLightComponent.EmergencyLightState.On: case EmergencyLightComponent.EmergencyLightState.Charging: _activeLights.Add(message.Component); break; case EmergencyLightComponent.EmergencyLightState.Full: case EmergencyLightComponent.EmergencyLightState.Empty: _activeLights.Remove(message.Component); break; default: throw new ArgumentOutOfRangeException(); } } public override void Update(float frameTime) { foreach (var activeLight in _activeLights) { activeLight.OnUpdate(frameTime); } } } }