28 lines
1.2 KiB
C#
28 lines
1.2 KiB
C#
using Content.Shared._DV.Light;
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using Robust.Server.GameObjects;
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namespace Content.Server._DV.Light;
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public sealed partial class LightReactiveSystem : SharedLightReactiveSystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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private readonly HashSet<Entity<PointLightComponent>> _lightsInRange = new();
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private readonly HashSet<Entity<SharedPointLightComponent>> _validLightsInRange = new();
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public override HashSet<Entity<SharedPointLightComponent>> GetLights(EntityUid targetEntity)
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{
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_lightsInRange.Clear();
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_lookup.GetEntitiesInRange(Transform(targetEntity).Coordinates, 10f, _lightsInRange);
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_validLightsInRange.Clear();
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foreach (var light in _lightsInRange)
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{
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// On the server, we check if it's Enabled OR if netSyncEnabled is false
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// Because sometimes the server doesn't actually know if it should be enabled or not.
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// The Client however, can be assumed to always be right.
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if ((light.Comp.Enabled || !light.Comp.NetSyncEnabled) && !light.Comp.Deleted)
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_validLightsInRange.Add(new(light.Owner, light.Comp));
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}
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return _validLightsInRange;
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}
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}
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