using Content.Shared.IgnitionSource;
using Content.Shared.Trigger;
using Content.Shared.Trigger.Components.Effects;
using Robust.Shared.Timing;
namespace Content.Server.Trigger.Systems;
///
/// Handles igniting when triggered and stopping ignition after the delay.
///
///
public sealed class IgniteOnTriggerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedIgnitionSourceSystem _source = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnTrigger);
}
// TODO: move this into ignition source component
// it already has an update loop
public override void Update(float deltaTime)
{
base.Update(deltaTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var comp, out var source))
{
if (!source.Ignited)
continue;
if (_timing.CurTime < comp.IgnitedUntil)
continue;
_source.SetIgnited((uid, source), false);
}
}
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;
_source.SetIgnited(target.Value);
ent.Comp.IgnitedUntil = _timing.CurTime + ent.Comp.IgnitedTime;
Dirty(ent);
args.Handled = true;
}
}