using System.Linq;
using Content.Server.Hands.Systems;
using Content.Server.Light.Components;
using Content.Server.PowerCell;
using Content.Shared._EE.Nightmare;
using Content.Shared._EE.Nightmare.Components;
using Content.Shared.Inventory;
using Content.Shared.Light.Components;
using Content.Shared.Silicons.Borgs.Components;
using Content.Shared.Weapons.Melee.Events;
namespace Content.Server._EE.Nightmare.Systems;
///
/// This handles the Light Eater system.
/// Light Eater is an armblade that ashes any light that it attacks.
///
public sealed class LightEaterSystem : EntitySystem
{
[Dependency] private readonly PowerCellSystem _powerCellSystem = default!;
[Dependency] private readonly HandsSystem _handsSystem = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnToggleLightEater);
SubscribeLocalEvent(OnMeleeHit);
}
private void OnToggleLightEater(EntityUid uid, LightEaterUserComponent component, ToggleLightEaterEvent args)
{
component.Activated = !component.Activated;
if (!component.Activated)
{
var lightEater = Spawn(component.LightEaterProto, Transform(uid).Coordinates);
component.LightEaterEntity = lightEater;
if (!_handsSystem.TryPickupAnyHand(uid, lightEater, true))
{
QueueDel(component.LightEaterEntity);
}
}
else
{
if (component.LightEaterEntity != null)
QueueDel(component.LightEaterEntity);
}
}
private void OnMeleeHit(EntityUid uid, LightEaterComponent component, MeleeHitEvent args)
{
if (!args.IsHit
|| !args.HitEntities.Any())
return;
foreach (var target in args.HitEntities)
{
if (HasComp(target))
{
Spawn("Ash", Transform(target).Coordinates);
QueueDel(target);
continue;
}
if (TryComp(target, out var inv))
{
foreach (var container in inv.Containers)
{
foreach (var containerItem in container.ContainedEntities)
{
if (HasComp(containerItem))
{
// not checking for point lights cuz of pda lights
Spawn("Ash", Transform(target).Coordinates);
QueueDel(containerItem);
}
}
}
}
if (HasComp(target))
{
if (!_powerCellSystem.TryGetBatteryFromSlot(target, out var battery))
continue;
_powerCellSystem.SetDrawEnabled(target, false);
}
// could add more interactions in the future here
}
}
}