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; } }