using Content.Shared.Trigger.Components.Effects;
using Robust.Shared.Timing;
namespace Content.Shared.Trigger.Systems;
///
/// Releases a gas mixture to the atmosphere when triggered.
/// Can also release gas over a set timespan to prevent trolling people
/// with the instant-wall-of-pressure-inator.
///
public abstract class SharedReleaseGasOnTriggerSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnTrigger);
}
///
/// Shrimply sets the component to active when triggered, allowing it to release over time.
///
private void OnTrigger(Entity ent, ref TriggerEvent args)
{
if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key))
return;
ent.Comp.Active = true;
ent.Comp.NextReleaseTime = _timing.CurTime;
ent.Comp.StartingTotalMoles = ent.Comp.Air.TotalMoles;
_appearance.SetData(ent, ReleaseGasOnTriggerVisuals.Key, true);
}
}