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- using Content.Server.GameTicking.Rules.VariationPass.Components;
- using Content.Server.Light.Components;
- using Content.Server.Light.EntitySystems;
- using Content.Shared.Light.Components;
- using Robust.Shared.Random;
- namespace Content.Server.GameTicking.Rules.VariationPass;
- /// <inheritdoc cref="PoweredLightVariationPassComponent"/>
- public sealed class PoweredLightVariationPassSystem : VariationPassSystem<PoweredLightVariationPassComponent>
- {
- [Dependency] private readonly PoweredLightSystem _poweredLight = default!;
- protected override void ApplyVariation(Entity<PoweredLightVariationPassComponent> ent, ref StationVariationPassEvent args)
- {
- var query = AllEntityQuery<PoweredLightComponent, TransformComponent>();
- while (query.MoveNext(out var uid, out var comp, out var xform))
- {
- if (!IsMemberOfStation((uid, xform), ref args))
- continue;
- if (Random.Prob(ent.Comp.LightBreakChance))
- {
- var proto = comp.BulbType switch
- {
- LightBulbType.Tube => ent.Comp.BrokenLightTubePrototype,
- _ => ent.Comp.BrokenLightBulbPrototype,
- };
- _poweredLight.ReplaceSpawnedPrototype((uid, comp), proto);
- continue;
- }
- if (!Random.Prob(ent.Comp.LightAgingChance))
- continue;
- if (comp.BulbType == LightBulbType.Tube)
- {
- // some aging fluorescents (tubes) start to flicker
- // its also way too annoying right now so we wrap it in another prob lol
- if (Random.Prob(ent.Comp.AgedLightTubeFlickerChance))
- _poweredLight.ToggleBlinkingLight(uid, comp, true);
- _poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightTubePrototype);
- }
- else
- {
- _poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightBulbPrototype);
- }
- }
- }
- }
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