using Content.Shared.Radiation.Events; using Robust.Shared.Map; namespace Content.Server.Radiation.Systems; public sealed class RadiationSystem : EntitySystem { [Dependency] private readonly EntityLookupSystem _lookup = default!; private const float RadiationCooldown = 1.0f; private float _accumulator; public override void Update(float frameTime) { base.Update(frameTime); _accumulator += frameTime; while (_accumulator > RadiationCooldown) { _accumulator -= RadiationCooldown; // All code here runs effectively every RadiationCooldown seconds, so use that as the "frame time". foreach (var comp in EntityManager.EntityQuery()) { var ent = comp.Owner; if (Deleted(ent)) continue; var cords = Transform(ent).MapPosition; IrradiateRange(cords, comp.Range, comp.RadsPerSecond, RadiationCooldown); } } } public void IrradiateRange(MapCoordinates coordinates, float range, float radsPerSecond, float time) { var lookUp = _lookup.GetEntitiesInRange(coordinates, range); foreach (var uid in lookUp) { if (Deleted(uid)) continue; IrradiateEntity(uid, radsPerSecond, time); } } public void IrradiateEntity(EntityUid uid, float radsPerSecond, float time) { var msg = new OnIrradiatedEvent(time, radsPerSecond); RaiseLocalEvent(uid, msg, true); } }