52 lines
2.0 KiB
C#
52 lines
2.0 KiB
C#
using Content.Server.GameTicking.Rules.VariationPass.Components;
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using Content.Server.Light.Components;
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using Content.Server.Light.EntitySystems;
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using Content.Shared.Light.Components;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules.VariationPass;
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/// <inheritdoc cref="PoweredLightVariationPassComponent"/>
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public sealed class PoweredLightVariationPassSystem : VariationPassSystem<PoweredLightVariationPassComponent>
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{
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[Dependency] private readonly PoweredLightSystem _poweredLight = default!;
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protected override void ApplyVariation(Entity<PoweredLightVariationPassComponent> ent, ref StationVariationPassEvent args)
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{
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var query = AllEntityQuery<PoweredLightComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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{
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if (!IsMemberOfStation((uid, xform), ref args))
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continue;
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if (Random.Prob(ent.Comp.LightBreakChance))
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{
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var proto = comp.BulbType switch
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{
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LightBulbType.Tube => ent.Comp.BrokenLightTubePrototype,
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_ => ent.Comp.BrokenLightBulbPrototype,
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};
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), proto);
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continue;
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}
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if (!Random.Prob(ent.Comp.LightAgingChance))
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continue;
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if (comp.BulbType == LightBulbType.Tube)
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{
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// some aging fluorescents (tubes) start to flicker
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// its also way too annoying right now so we wrap it in another prob lol
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if (Random.Prob(ent.Comp.AgedLightTubeFlickerChance))
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_poweredLight.ToggleBlinkingLight(uid, comp, true);
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightTubePrototype);
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}
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else
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{
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightBulbPrototype);
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}
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}
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}
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}
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