using Content.Shared._EE.Shadowling.Components;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.Mobs.Systems;
using Robust.Server.Audio;
using Robust.Shared.Audio;
using Robust.Shared.Timing;
namespace Content.Server._EE.Shadowling;
///
/// This handles healing or dealing damage to an entity that is standing on a lighted area.
///
public sealed class LightDetectionDamageModifierSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly AudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnComponentStartup);
}
///
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var comp))
{
if (!TryComp(uid, out var lightDet))
continue;
if (comp.ShowAlert)
{
Dirty(uid, comp);
_alerts.ShowAlert(uid, comp.AlertProto);
}
if (_timing.CurTime < comp.NextUpdate)
continue;
if (lightDet.IsOnLight)
{
comp.DetectionValue -= comp.DetectionValueFactor;
if (comp.DetectionValue <= 0)
comp.DetectionValue = 0;
}
else
{
comp.DetectionValue += comp.DetectionValueFactor;
if (comp.DetectionValue >= comp.DetectionValueMax)
comp.DetectionValue = comp.DetectionValueMax;
}
if (comp.DetectionValue <= 0 && comp.TakeDamageOnLight)
{
// Take Damage
if (_timing.CurTime >= comp.NextUpdateDamage)
{
// Prevents from ashing when critical
if (!_mobState.IsCritical(uid))
{
_damageable.TryChangeDamage(uid, comp.DamageToDeal * comp.ResistanceModifier);
_audio.PlayPvs(
new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/energy_meat1.ogg"),
uid,
AudioParams.Default.WithVolume(-2f));
comp.NextUpdateDamage = _timing.CurTime + comp.DamageInterval;
}
}
}
else if (comp.DetectionValue >= comp.DetectionValueMax && comp.HealOnShadows)
{
// Heal Damage
if (_timing.CurTime >= comp.NextUpdateHeal)
{
_damageable.TryChangeDamage(uid, comp.DamageToHeal);
comp.NextUpdateHeal = _timing.CurTime + comp.HealInterval;
}
}
comp.NextUpdate = _timing.CurTime + comp.UpdateInterval;
}
}
private void OnComponentStartup(
EntityUid uid,
LightDetectionDamageModifierComponent component,
ComponentStartup args
)
{
component.NextUpdate = _timing.CurTime;
component.NextUpdateDamage = _timing.CurTime;
component.NextUpdateHeal = _timing.CurTime;
component.DetectionValue = component.DetectionValueMax;
}
public void AddResistance(float amount, EntityUid uid, LightDetectionDamageModifierComponent component)
{
component.ResistanceModifier += amount;
}
}