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