using System.Linq;
using System.Numerics;
using Content.Server.Anomaly.Components;
using Robust.Server.Audio;
using Content.Shared.Teleportation.Components;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Random;
using Robust.Shared.GameObjects;
using Robust.Shared.Timing;
namespace Content.Server.Anomaly.Effects
{
public sealed class WormholeAnomalySystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _xform = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnInit);
}
private void OnInit(EntityUid uid, WormholeAnomalyComponent component, ComponentInit args)
{
StartPulseTimer(uid, component);
}
private void StartPulseTimer(EntityUid uid, WormholeAnomalyComponent component)
{
Timer.Spawn((int)(component.PulseInterval * 1000), () => OnPulse(uid, component));
}
private void OnPulse(EntityUid uid, WormholeAnomalyComponent component)
{
var xformQuery = GetEntityQuery();
if (!xformQuery.TryGetComponent(uid, out var xform))
return;
var range = component.MaxShuffleRadius;
var newPosition = _random.NextVector2(range);
_xform.SetWorldPosition(uid, newPosition);
_audio.PlayPvs(component.TeleportSound, uid);
StartPulseTimer(uid, component);
}
}
}