using Content.Shared.Trigger.Components.Effects; using Content.Shared.Weather; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Shared.Trigger.Systems; public sealed class WeatherTriggerSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly SharedWeatherSystem _weather = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnTrigger); } private void OnTrigger(Entity ent, ref TriggerEvent args) { if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key)) return; var target = ent.Comp.TargetUser ? args.User : ent.Owner; if (target == null) return; var xform = Transform(target.Value); if (ent.Comp.Weather == null) //Clear weather if nothing is set { _weather.SetWeather(xform.MapID, null, null); return; } var endTime = ent.Comp.Duration == null ? null : ent.Comp.Duration + _timing.CurTime; if (_prototypeManager.Resolve(ent.Comp.Weather, out var weatherPrototype)) _weather.SetWeather(xform.MapID, weatherPrototype, endTime); } }