using Content.Server.Radiation.Components;
using Content.Shared.Radiation.Events;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
namespace Content.Server.Radiation.Systems;
public sealed partial class RadiationSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private float _accumulator;
public override void Initialize()
{
base.Initialize();
SubscribeCvars();
InitRadBlocking();
}
public override void Shutdown()
{
base.Shutdown();
UnsubscribeCvars();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_accumulator += frameTime;
if (_accumulator < GridcastUpdateRate)
return;
UpdateGridcast();
UpdateResistanceDebugOverlay();
_accumulator = 0f;
}
public void IrradiateEntity(EntityUid uid, float radsPerSecond, float time)
{
var msg = new OnIrradiatedEvent(time, radsPerSecond);
RaiseLocalEvent(uid, msg);
}
///
/// Marks entity to receive/ignore radiation rays.
///
public void SetCanReceive(EntityUid uid, bool canReceive)
{
if (canReceive)
{
EnsureComp(uid);
}
else
{
RemComp(uid);
}
}
}