Files
tbd-station-14/Content.Server/Light/EntitySystems/EmergencyLightSystem.cs
metalgearsloth 91665cf0e6 Optimise emergency lights a bit (#4567)
* Optimise emergency lights a bit

* Fixes

* Delete the failing test, sinple

* Revert "Delete the failing test, sinple"

This reverts commit 7d9e3a3bb6975c15add2987e39e0d3ba85d88be3.

* Start server and fix test

It just werks
2021-09-27 14:51:17 +10:00

63 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.Light.Components;
using Content.Shared.Light;
using Content.Shared.Light.Component;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Server.Light.EntitySystems
{
[UsedImplicitly]
public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
{
private readonly HashSet<EmergencyLightComponent> _activeLights = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
SubscribeLocalEvent<EmergencyLightComponent, ComponentGetState>(GetCompState);
SubscribeLocalEvent<EmergencyLightComponent, PointLightToggleEvent>(HandleLightToggle);
}
private void HandleLightToggle(EntityUid uid, EmergencyLightComponent component, PointLightToggleEvent args)
{
if (component.Enabled == args.Enabled) return;
component.Enabled = args.Enabled;
component.Dirty();
}
private void GetCompState(EntityUid uid, EmergencyLightComponent component, ref ComponentGetState args)
{
args.State = new EmergencyLightComponentState(component.Enabled);
}
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);
}
}
}
}