IgnitionSourceComponent added (#13555)
Co-authored-by: Jezithyr <6192499+Jezithyr@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
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53
Content.Server/IgnitionSource/IgnitionSourceSystem.cs
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53
Content.Server/IgnitionSource/IgnitionSourceSystem.cs
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
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namespace Content.Server.IgnitionSource;
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/// <summary>
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/// This handles ignition, Jez basically coded this.
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/// </summary>
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///
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public sealed class IgnitionSourceSystem : EntitySystem
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{
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/// <inheritdoc/>
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///
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IgnitionSourceComponent,IsHotEvent>(OnIsHot);
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}
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private void OnIsHot(EntityUid uid, IgnitionSourceComponent component, IsHotEvent args)
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{
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Logger.Debug(args.IsHot.ToString());
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SetIgnited(uid,component,args.IsHot);
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}
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private void SetIgnited(EntityUid uid, IgnitionSourceComponent component, bool newState)
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{
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component.Ignited = newState;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (component,transform) in EntityQuery<IgnitionSourceComponent,TransformComponent>())
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{
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var source = component.Owner;
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if (!component.Ignited)
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continue;
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if (transform.GridUid is { } gridUid)
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{
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var position = _transformSystem.GetGridOrMapTilePosition(source, transform);
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_atmosphereSystem.HotspotExpose(gridUid, position, component.Temperature, 50, true);
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}
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}
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}
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}
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