using Content.Shared._EE.Shadowling.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Content.Server._EE.Shadowling;
///
/// This system detects if an entity is standing on light.
/// It casts rays from the PointLight to the player.
///
public sealed class LightDetectionSystem : EntitySystem
{
///
[Dependency] private readonly PhysicsSystem _physicsSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnComponentStartup);
}
private void OnComponentStartup(EntityUid uid, LightDetectionComponent component, ComponentStartup args)
{
component.NextUpdate = _timing.CurTime;
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var comp))
{
// Skip dead entities
if (_mobStateSystem.IsDead(uid))
continue;
if (_timing.CurTime < comp.NextUpdate)
continue;
comp.NextUpdate += comp.UpdateInterval;
DetectLight(uid, comp);
}
}
private void DetectLight(EntityUid uid, LightDetectionComponent comp)
{
var xform = EntityManager.GetComponent(uid);
var worldPos = _transformSystem.GetWorldPosition(uid);
// We want to avoid this expensive operation if the user has not moved
if ((comp.LastKnownPosition - worldPos).LengthSquared() < 0.01f)
return;
comp.LastKnownPosition = worldPos;
comp.IsOnLight = false;
var query = EntityQueryEnumerator();
while (query.MoveNext(out var point, out var pointLight))
{
if (!pointLight.Enabled)
continue;
var lightPos = _transformSystem.GetWorldPosition(point);
var distance = (lightPos - worldPos).Length();
if (distance <= 0.01f) // So the debug stops crashing
continue;
if (distance > pointLight.Radius)
continue;
var direction = (worldPos - lightPos).Normalized();
var ray = new CollisionRay(lightPos, direction, (int)CollisionGroup.Opaque);
var rayResults = _physicsSystem.IntersectRay(
xform.MapID,
ray,
distance,
point); // todo: remove this once slings get night vision action
var hasBeenBlocked = false;
foreach (var result in rayResults)
{
if (result.HitEntity != uid)
{
hasBeenBlocked = true;
break;
}
}
if (!hasBeenBlocked)
{
comp.IsOnLight = true;
return;
}
}
}
}