Remove IStartCollide from flammable (#4314)
I ported some stuff to be ECS but didn't feel like porting the rest, sue me.
This commit is contained in:
@@ -18,24 +18,22 @@ using Robust.Server.GameObjects;
|
|||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Localization;
|
using Robust.Shared.Localization;
|
||||||
using Robust.Shared.Physics;
|
using Robust.Shared.Physics;
|
||||||
using Robust.Shared.Physics.Collision;
|
|
||||||
using Robust.Shared.Physics.Dynamics;
|
|
||||||
using Robust.Shared.Serialization.Manager.Attributes;
|
using Robust.Shared.Serialization.Manager.Attributes;
|
||||||
using Robust.Shared.ViewVariables;
|
using Robust.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.Atmos.Components
|
namespace Content.Server.Atmos.Components
|
||||||
{
|
{
|
||||||
[RegisterComponent]
|
[RegisterComponent]
|
||||||
public class FlammableComponent : SharedFlammableComponent, IStartCollide, IFireAct, IInteractUsing
|
public class FlammableComponent : SharedFlammableComponent, IFireAct, IInteractUsing
|
||||||
{
|
{
|
||||||
private bool _resisting = false;
|
private bool _resisting = false;
|
||||||
private readonly List<EntityUid> _collided = new();
|
private readonly List<EntityUid> _collided = new();
|
||||||
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public bool OnFire { get; private set; }
|
public bool OnFire { get; set; }
|
||||||
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public float FireStacks { get; private set; }
|
public float FireStacks { get; set; }
|
||||||
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
[DataField("fireSpread")]
|
[DataField("fireSpread")]
|
||||||
@@ -45,17 +43,6 @@ namespace Content.Server.Atmos.Components
|
|||||||
[DataField("canResistFire")]
|
[DataField("canResistFire")]
|
||||||
public bool CanResistFire { get; private set; } = false;
|
public bool CanResistFire { get; private set; } = false;
|
||||||
|
|
||||||
public void Ignite()
|
|
||||||
{
|
|
||||||
if (FireStacks > 0 && !OnFire)
|
|
||||||
{
|
|
||||||
OnFire = true;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
UpdateAppearance();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Extinguish()
|
public void Extinguish()
|
||||||
{
|
{
|
||||||
if (!OnFire) return;
|
if (!OnFire) return;
|
||||||
@@ -145,37 +132,7 @@ namespace Content.Server.Atmos.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
|
public void UpdateAppearance()
|
||||||
{
|
|
||||||
if (!otherFixture.Body.Owner.TryGetComponent(out FlammableComponent? otherFlammable))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (!FireSpread || !otherFlammable.FireSpread)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (OnFire)
|
|
||||||
{
|
|
||||||
if (otherFlammable.OnFire)
|
|
||||||
{
|
|
||||||
var fireSplit = (FireStacks + otherFlammable.FireStacks) / 2;
|
|
||||||
FireStacks = fireSplit;
|
|
||||||
otherFlammable.FireStacks = fireSplit;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
FireStacks /= 2;
|
|
||||||
otherFlammable.FireStacks += FireStacks;
|
|
||||||
otherFlammable.Ignite();
|
|
||||||
}
|
|
||||||
} else if (otherFlammable.OnFire)
|
|
||||||
{
|
|
||||||
otherFlammable.FireStacks /= 2;
|
|
||||||
FireStacks += otherFlammable.FireStacks;
|
|
||||||
Ignite();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateAppearance()
|
|
||||||
{
|
{
|
||||||
if (Owner.Deleted || !Owner.TryGetComponent(out AppearanceComponent? appearanceComponent)) return;
|
if (Owner.Deleted || !Owner.TryGetComponent(out AppearanceComponent? appearanceComponent)) return;
|
||||||
appearanceComponent.SetData(FireVisuals.OnFire, OnFire);
|
appearanceComponent.SetData(FireVisuals.OnFire, OnFire);
|
||||||
@@ -185,7 +142,7 @@ namespace Content.Server.Atmos.Components
|
|||||||
public void FireAct(float temperature, float volume)
|
public void FireAct(float temperature, float volume)
|
||||||
{
|
{
|
||||||
AdjustFireStacks(3);
|
AdjustFireStacks(3);
|
||||||
Ignite();
|
EntitySystem.Get<FlammableSystem>().Ignite(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
// This needs some improvements...
|
// This needs some improvements...
|
||||||
@@ -212,7 +169,7 @@ namespace Content.Server.Atmos.Components
|
|||||||
{
|
{
|
||||||
if (hotItem.IsCurrentlyHot())
|
if (hotItem.IsCurrentlyHot())
|
||||||
{
|
{
|
||||||
Ignite();
|
EntitySystem.Get<FlammableSystem>().Ignite(this);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
56
Content.Server/Atmos/EntitySystems/FlammableSystem.cs
Normal file
56
Content.Server/Atmos/EntitySystems/FlammableSystem.cs
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
using Content.Server.Atmos.Components;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
using Robust.Shared.Physics.Dynamics;
|
||||||
|
|
||||||
|
namespace Content.Server.Atmos.EntitySystems
|
||||||
|
{
|
||||||
|
internal sealed class FlammableSystem : EntitySystem
|
||||||
|
{
|
||||||
|
// TODO: Port the rest of Flammable.
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(HandleCollide);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCollide(EntityUid uid, FlammableComponent component, StartCollideEvent args)
|
||||||
|
{
|
||||||
|
if (!args.OtherFixture.Body.Owner.TryGetComponent(out FlammableComponent? otherFlammable))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!component.FireSpread || !otherFlammable.FireSpread)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (component.OnFire)
|
||||||
|
{
|
||||||
|
if (otherFlammable.OnFire)
|
||||||
|
{
|
||||||
|
var fireSplit = (component.FireStacks + otherFlammable.FireStacks) / 2;
|
||||||
|
component.FireStacks = fireSplit;
|
||||||
|
otherFlammable.FireStacks = fireSplit;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
component.FireStacks /= 2;
|
||||||
|
otherFlammable.FireStacks += component.FireStacks;
|
||||||
|
Ignite(otherFlammable);
|
||||||
|
}
|
||||||
|
} else if (otherFlammable.OnFire)
|
||||||
|
{
|
||||||
|
otherFlammable.FireStacks /= 2;
|
||||||
|
component.FireStacks += otherFlammable.FireStacks;
|
||||||
|
Ignite(component);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal void Ignite(FlammableComponent component)
|
||||||
|
{
|
||||||
|
if (component.FireStacks > 0 && !component.OnFire)
|
||||||
|
{
|
||||||
|
component.OnFire = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
component.UpdateAppearance();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user