Firestarter fixes (#24647)
* Firestarter fixes - Actually networks the action. - Namespace fixes. * No networky for you
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Content.Server/Atmos/EntitySystems/FirestarterSystem.cs
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62
Content.Server/Atmos/EntitySystems/FirestarterSystem.cs
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using Content.Server.Atmos.Components;
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using Content.Shared.Actions.Events;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.EntitySystems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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namespace Content.Server.Atmos.EntitySystems;
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/// <summary>
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/// Adds an action ability that will cause all flammable targets in a radius to ignite, also heals the owner
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/// of the component when used.
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/// </summary>
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public sealed class FirestarterSystem : SharedFirestarterSystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly FlammableSystem _flammable = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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private readonly HashSet<Entity<FlammableComponent>> _flammables = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FirestarterComponent, FireStarterActionEvent>(OnStartFire);
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}
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/// <summary>
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/// Checks Radius for igniting nearby flammable objects
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/// </summary>
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private void OnStartFire(EntityUid uid, FirestarterComponent component, FireStarterActionEvent args)
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{
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if (_container.IsEntityOrParentInContainer(uid))
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return;
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var xform = Transform(uid);
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var ignitionRadius = component.IgnitionRadius;
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IgniteNearby(uid, xform.Coordinates, args.Severity, ignitionRadius);
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_audio.PlayPvs(component.IgniteSound, uid);
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args.Handled = true;
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}
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/// <summary>
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/// Ignites flammable objects within range.
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/// </summary>
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public void IgniteNearby(EntityUid uid, EntityCoordinates coordinates, float severity, float radius)
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{
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_flammables.Clear();
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_lookup.GetEntitiesInRange(coordinates, radius, _flammables);
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foreach (var flammable in _flammables)
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{
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var ent = flammable.Owner;
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var stackAmount = 2 + (int) (severity / 0.15f);
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_flammable.AdjustFireStacks(ent, stackAmount, flammable);
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_flammable.Ignite(ent, uid, flammable);
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}
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}
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}
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