Files
tbd-station-14/Content.Server/Explosion/EntitySystems/ExplosionSystem.Visuals.cs
metalgearsloth 269c93245d Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2023-11-27 22:12:34 +11:00

65 lines
2.4 KiB
C#

using Content.Shared.Explosion;
using Robust.Server.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Server.Explosion.EntitySystems;
// This part of the system handled send visual / overlay data to clients.
public sealed partial class ExplosionSystem : EntitySystem
{
public void InitVisuals()
{
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentGetState>(OnGetState);
}
private void OnGetState(EntityUid uid, ExplosionVisualsComponent component, ref ComponentGetState args)
{
Dictionary<NetEntity, Dictionary<int, List<Vector2i>>> tileLists = new();
foreach (var (grid, data) in component.Tiles)
{
tileLists.Add(GetNetEntity(grid), data);
}
args.State = new ExplosionVisualsState(
component.Epicenter,
component.ExplosionType,
component.Intensity,
component.SpaceTiles,
tileLists,
component.SpaceMatrix,
component.SpaceTileSize);
}
/// <summary>
/// Constructor for the shared <see cref="ExplosionEvent"/> using the server-exclusive explosion classes.
/// </summary>
private EntityUid CreateExplosionVisualEntity(MapCoordinates epicenter, string prototype, Matrix3 spaceMatrix, ExplosionSpaceTileFlood? spaceData, IEnumerable<ExplosionGridTileFlood> gridData, List<float> iterationIntensity)
{
var explosionEntity = Spawn(null, MapCoordinates.Nullspace);
var comp = AddComp<ExplosionVisualsComponent>(explosionEntity);
foreach (var grid in gridData)
{
comp.Tiles.Add(grid.Grid.Owner, grid.TileLists);
}
comp.SpaceTiles = spaceData?.TileLists;
comp.Epicenter = epicenter;
comp.ExplosionType = prototype;
comp.Intensity = iterationIntensity;
comp.SpaceMatrix = spaceMatrix;
comp.SpaceTileSize = spaceData?.TileSize ?? DefaultTileSize;
Dirty(explosionEntity, comp);
// Light, sound & visuals may extend well beyond normal PVS range. In principle, this should probably still be
// restricted to something like the same map, but whatever.
_pvsSys.AddGlobalOverride(GetNetEntity(explosionEntity));
var appearance = AddComp<AppearanceComponent>(explosionEntity);
_appearance.SetData(explosionEntity, ExplosionAppearanceData.Progress, 1, appearance);
return explosionEntity;
}
}