using Content.Server.Ghost;
using Content.Server.Light.Components;
using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
using Robust.Shared.Random;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems;
///
/// This handles...
///
public sealed class LightFlickerArtifactSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly GhostSystem _ghost = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnActivated);
}
private void OnActivated(EntityUid uid, LightFlickerArtifactComponent component, ArtifactActivatedEvent args)
{
var lights = GetEntityQuery();
foreach (var light in _lookup.GetEntitiesInRange(uid, component.Radius, LookupFlags.StaticSundries ))
{
if (!lights.HasComponent(light))
continue;
if (!_random.Prob(component.FlickerChance))
continue;
_ghost.DoGhostBooEvent(light);
}
}
}