using Content.Server.GameTicking.Rules.VariationPass.Components; using Content.Server.Power.Components; using Content.Server.Wires; using Content.Shared.Whitelist; using Robust.Shared.Random; namespace Content.Server.GameTicking.Rules.VariationPass; /// /// Handles unpowering stuff around the station. /// This system identifies target devices and adds to them. /// The actual wire cutting is handled by . /// public sealed class UnpowerAllVariationPassSystem : VariationPassSystem { protected override void ApplyVariation(Entity ent, ref StationVariationPassEvent args) { var query = AllEntityQuery(); while (query.MoveNext(out var uid, out _, out var transform)) { // Ignore if not part of the station if (!IsMemberOfStation((uid, transform), ref args)) continue; EnsureComp(uid); } } }