using Content.Server.Actions;
using Content.Server.Stunnable;
using Content.Shared._EE.Nightmare.Components;
using Content.Shared._EE.Shadowling;
using Content.Shared._EE.Shadowling.Components;
using Content.Shared.Actions;
using Content.Shared.Weapons.Reflect;
using Content.Shared.WhiteDream.BloodCult.Constructs.PhaseShift;
namespace Content.Server._EE.Nightmare.Systems;
///
/// This handles nightmare logic
///
public sealed class NightmareSystem : EntitySystem
{
[Dependency] private readonly ActionsSystem _actionsSystem = default!;
[Dependency] private readonly StunSystem _stunSystem = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnComponentStartup);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// Nightmares reflect shots while in the dark
var nightmare = EntityQueryEnumerator();
while (nightmare.MoveNext(out var uid, out var nightmareComponent))
{
if (!TryComp(uid, out var lightDet))
continue;
if (lightDet.IsOnLight && HasComp(uid))
{
RemComp(uid);
_stunSystem.TryKnockdown(uid, TimeSpan.FromSeconds(3), false);
_actionsSystem.SetCooldown(nightmareComponent.ActionPlaneShiftEntity, TimeSpan.FromSeconds(3));
}
if (!TryComp(uid, out var reflect))
continue;
if (lightDet.IsOnLight)
{
reflect.ReflectProb = 0f;
}
else
{
reflect.ReflectProb = 1f;
}
}
}
private void OnComponentStartup(EntityUid uid, NightmareComponent component, ComponentStartup args)
{
if (!TryComp(uid, out var actions))
return;
if (TryComp(uid, out var lesser))
{
_actionsSystem.RemoveAction(uid, lesser.ShadowWalkActionId);
}
if (TryComp(uid, out var thrall) && !HasComp(uid))
{
_actionsSystem.RemoveAction(uid, thrall.ActionGuiseEntity);
_actionsSystem.RemoveAction(uid, thrall.ActionThrallDarksightEntity);
}
// Shadowling Checks - END
EnsureComp(uid);
EnsureComp(uid);
EnsureComp(uid);
EnsureComp(uid);
EnsureComp(uid);
_actionsSystem.AddAction(uid, ref component.ActionLightEntity, component.ActionLightEater, component: actions);
_actionsSystem.AddAction(uid, ref component.ActionPlaneShiftEntity, component.ActionPlaneShift, component: actions);
}
}