using Content.Server.Radiation.Components; using Content.Shared.Radiation.Components; using Content.Shared.Radiation.Events; using Robust.Shared.Configuration; using Robust.Shared.Map; namespace Content.Server.Radiation.Systems; public sealed partial class RadiationSystem : EntitySystem { [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly IConfigurationManager _cfg = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; private float _accumulator; public override void Initialize() { base.Initialize(); SubscribeCvars(); InitRadBlocking(); } public override void Shutdown() { base.Shutdown(); UnsubscribeCvars(); } public override void Update(float frameTime) { base.Update(frameTime); _accumulator += frameTime; if (_accumulator < GridcastUpdateRate) return; UpdateGridcast(); UpdateResistanceDebugOverlay(); _accumulator = 0f; } public void IrradiateEntity(EntityUid uid, float radsPerSecond, float time) { var msg = new OnIrradiatedEvent(time, radsPerSecond); RaiseLocalEvent(uid, msg); } public void SetSourceEnabled(Entity entity, bool val) { if (!Resolve(entity, ref entity.Comp, false)) return; entity.Comp.Enabled = val; } /// /// Marks entity to receive/ignore radiation rays. /// public void SetCanReceive(EntityUid uid, bool canReceive) { if (canReceive) { EnsureComp(uid); } else { RemComp(uid); } } }