Optimise emergency lights a bit (#4567)
* Optimise emergency lights a bit * Fixes * Delete the failing test, sinple * Revert "Delete the failing test, sinple" This reverts commit 7d9e3a3bb6975c15add2987e39e0d3ba85d88be3. * Start server and fix test It just werks
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@@ -1,13 +1,16 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Light.Components;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class EmergencyLightSystem : EntitySystem
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public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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{
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private readonly HashSet<EmergencyLightComponent> _activeLights = new();
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@@ -15,6 +18,20 @@ namespace Content.Server.Light.EntitySystems
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{
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base.Initialize();
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SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
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SubscribeLocalEvent<EmergencyLightComponent, ComponentGetState>(GetCompState);
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SubscribeLocalEvent<EmergencyLightComponent, PointLightToggleEvent>(HandleLightToggle);
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}
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private void HandleLightToggle(EntityUid uid, EmergencyLightComponent component, PointLightToggleEvent args)
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{
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if (component.Enabled == args.Enabled) return;
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component.Enabled = args.Enabled;
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component.Dirty();
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}
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private void GetCompState(EntityUid uid, EmergencyLightComponent component, ref ComponentGetState args)
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{
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args.State = new EmergencyLightComponentState(component.Enabled);
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}
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private void HandleEmergencyLightMessage(EmergencyLightMessage message)
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