41 lines
1.4 KiB
C#
41 lines
1.4 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 EntityQuery<PointLightComponent> _lightQuery = default!;
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public override void Initialize()
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{
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base.Initialize();
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_lightQuery = EntityManager.GetEntityQuery<PointLightComponent>();
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}
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private readonly HashSet<Entity<SharedPointLightComponent>> _validLightsInRange = [];
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public override HashSet<Entity<SharedPointLightComponent>> GetLights(EntityUid targetEntity)
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{
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var entitiesInRange = _lookup.GetEntitiesInRange(targetEntity, 10f);
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_validLightsInRange.Clear();
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foreach (var ent in entitiesInRange)
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{
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if (!_lightQuery.TryComp(ent, out var comp))
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continue;
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// On the server, we check if it's Enabled OR if netSyncEnabled i s 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 (!comp.Enabled && comp.NetSyncEnabled)
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continue;
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if (comp.Deleted)
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continue;
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_validLightsInRange.Add((ent, comp));
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}
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return _validLightsInRange;
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}
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}
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