Remove most IEntity usages from explosions (#5240)
* Remove most IEntity usages from Destructible and Explosions * Perform a minute amount of cleanup * Fix build
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140
Content.Server/Explosion/EntitySystems/TriggerSystem.cs
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140
Content.Server/Explosion/EntitySystems/TriggerSystem.cs
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using System;
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using Content.Server.Doors.Components;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash;
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using Content.Server.Flash.Components;
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using Content.Shared.Audio;
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using Content.Shared.Doors;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion.EntitySystems
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{
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/// <summary>
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/// Raised whenever something is Triggered on the entity.
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/// </summary>
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public class TriggerEvent : HandledEntityEventArgs
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{
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public IEntity Triggered { get; }
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public IEntity? User { get; }
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public TriggerEvent(IEntity triggered, IEntity? user = null)
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{
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Triggered = triggered;
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User = user;
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}
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}
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[UsedImplicitly]
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public sealed class TriggerSystem : EntitySystem
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{
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly FlashSystem _flashSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
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SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(HandleSoundTrigger);
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SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
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SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
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SubscribeLocalEvent<ToggleDoorOnTriggerComponent, TriggerEvent>(HandleDoorTrigger);
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}
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#region Explosions
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private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
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{
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if (!EntityManager.TryGetComponent(uid, out ExplosiveComponent? explosiveComponent)) return;
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Explode(uid, explosiveComponent);
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}
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// You really shouldn't call this directly (TODO Change that when ExplosionHelper gets changed).
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public void Explode(EntityUid uid, ExplosiveComponent component)
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{
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if (component.Exploding)
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{
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return;
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}
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component.Exploding = true;
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_explosions.SpawnExplosion(uid, component.DevastationRange, component.HeavyImpactRange, component.LightImpactRange, component.FlashRange);
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EntityManager.QueueDeleteEntity(uid);
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}
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#endregion
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#region Flash
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private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
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{
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if (component.Flashed) return;
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// TODO Make flash durations sane ffs.
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_flashSystem.FlashArea(uid, args.User?.Uid, component.Range, component.Duration * 1000f);
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component.Flashed = true;
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}
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#endregion
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private void HandleSoundTrigger(EntityUid uid, SoundOnTriggerComponent component, TriggerEvent args)
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{
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if (component.Sound == null) return;
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SoundSystem.Play(Filter.Pvs(component.Owner), component.Sound.GetSound(), AudioHelpers.WithVariation(0.01f));
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}
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private void HandleDeleteTrigger(EntityUid uid, DeleteOnTriggerComponent component, TriggerEvent args)
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{
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EntityManager.QueueDeleteEntity(uid);
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}
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private void HandleDoorTrigger(EntityUid uid, ToggleDoorOnTriggerComponent component, TriggerEvent args)
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{
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if (EntityManager.TryGetComponent<ServerDoorComponent>(uid, out var door))
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{
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switch (door.State)
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{
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case SharedDoorComponent.DoorState.Open:
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door.Close();
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break;
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case SharedDoorComponent.DoorState.Closed:
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door.Open();
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break;
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case SharedDoorComponent.DoorState.Closing:
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case SharedDoorComponent.DoorState.Opening:
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break;
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}
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}
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}
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private void HandleCollide(EntityUid uid, TriggerOnCollideComponent component, StartCollideEvent args)
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{
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Trigger(component.Owner);
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}
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public void Trigger(IEntity trigger, IEntity? user = null)
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{
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var triggerEvent = new TriggerEvent(trigger, user);
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EntityManager.EventBus.RaiseLocalEvent(trigger.Uid, triggerEvent);
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}
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public void HandleTimerTrigger(TimeSpan delay, IEntity triggered, IEntity? user = null)
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{
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if (delay.TotalSeconds <= 0)
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{
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Trigger(triggered, user);
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return;
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}
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Timer.Spawn(delay, () =>
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{
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if (triggered.Deleted) return;
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Trigger(triggered, user);
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});
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}
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}
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}
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