using Content.Server.Explosion.EntitySystems;
using Content.Shared.Timing;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
namespace Content.Server.IgnitionSource;
///
/// Handles igniting when triggered and stopping ignition after the delay.
///
public sealed class IgniteOnTriggerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IgnitionSourceSystem _source = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnTrigger);
}
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)
{
// prevent spamming sound and ignition
TryComp(ent, out var delay);
if (_useDelay.ActiveDelay(ent, delay))
return;
_source.SetIgnited(ent.Owner);
_audio.PlayPvs(ent.Comp.IgniteSound, ent);
_useDelay.BeginDelay(ent, delay);
ent.Comp.IgnitedUntil = _timing.CurTime + ent.Comp.IgnitedTime;
}
}