Fixes Emergency Lights not charging (#2873)

* Fixes Emergency Lights not charging

* Removed extra imports
This commit is contained in:
Daniel Castro Razo
2021-01-01 07:26:42 -06:00
committed by GitHub
parent 483f7f4385
commit 633ae5bc90
3 changed files with 17 additions and 20 deletions

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
using JetBrains.Annotations;
@@ -9,7 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems
[UsedImplicitly]
internal sealed class EmergencyLightSystem : EntitySystem
{
private readonly List<EmergencyLightComponent> _activeLights = new();
private readonly HashSet<EmergencyLightComponent> _activeLights = new();
public override void Initialize()
{
@@ -21,19 +21,13 @@ namespace Content.Server.GameObjects.EntitySystems
{
switch (message.State)
{
case EmergencyLightComponent.EmergencyLightState.On:
case EmergencyLightComponent.EmergencyLightState.Charging:
if (_activeLights.Contains(message.Component))
_activeLights.Add(message.Component);
_activeLights.Add(message.Component);
break;
case EmergencyLightComponent.EmergencyLightState.Full:
case EmergencyLightComponent.EmergencyLightState.Empty:
_activeLights.Remove(message.Component);
break;
case EmergencyLightComponent.EmergencyLightState.On:
if (!_activeLights.Contains(message.Component))
_activeLights.Add(message.Component);
break;
default:
throw new ArgumentOutOfRangeException();
@@ -42,10 +36,9 @@ namespace Content.Server.GameObjects.EntitySystems
public override void Update(float frameTime)
{
for (var i = _activeLights.Count - 1; i >= 0; i--)
foreach (var activeLight in _activeLights)
{
var comp = _activeLights[i];
comp.OnUpdate(frameTime);
activeLight.OnUpdate(frameTime);
}
}
}