using Content.Server.Atmos.Components;
using Content.Shared.Actions.Events;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
namespace Content.Server.Atmos.EntitySystems;
///
/// Adds an action ability that will cause all flammable targets in a radius to ignite, also heals the owner
/// of the component when used.
///
public sealed class FirestarterSystem : SharedFirestarterSystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FlammableSystem _flammable = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
private readonly HashSet> _flammables = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStartFire);
}
///
/// Checks Radius for igniting nearby flammable objects
///
private void OnStartFire(EntityUid uid, FirestarterComponent component, FireStarterActionEvent args)
{
if (_container.IsEntityOrParentInContainer(uid))
return;
var xform = Transform(uid);
var ignitionRadius = component.IgnitionRadius;
IgniteNearby(uid, xform.Coordinates, args.Severity, ignitionRadius);
_audio.PlayPvs(component.IgniteSound, uid);
args.Handled = true;
}
///
/// Ignites flammable objects within range.
///
public void IgniteNearby(EntityUid uid, EntityCoordinates coordinates, float severity, float radius)
{
_flammables.Clear();
_lookup.GetEntitiesInRange(coordinates, radius, _flammables);
foreach (var flammable in _flammables)
{
var ent = flammable.Owner;
var stackAmount = 2 + (int) (severity / 0.15f);
_flammable.AdjustFireStacks(ent, stackAmount, flammable);
_flammable.Ignite(ent, uid, flammable);
}
}
}