* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using Content.Server.Light.Components;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Power;
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namespace Content.Server.Light.EntitySystems
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{
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public sealed class LitOnPoweredSystem : EntitySystem
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{
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LitOnPoweredComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<LitOnPoweredComponent, PowerNetBatterySupplyEvent>(OnPowerSupply);
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}
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private void OnPowerChanged(EntityUid uid, LitOnPoweredComponent component, ref PowerChangedEvent args)
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{
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if (_lights.TryGetLight(uid, out var light))
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{
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_lights.SetEnabled(uid, args.Powered, light);
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}
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}
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private void OnPowerSupply(EntityUid uid, LitOnPoweredComponent component, ref PowerNetBatterySupplyEvent args)
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{
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if (_lights.TryGetLight(uid, out var light))
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{
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_lights.SetEnabled(uid, args.Supply, light);
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}
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}
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}
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}
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