* Weather On Trigger! * Clearing the weather * address review, add duration option --------- Co-authored-by: Jessica M <jessica@maybe.sh>
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using Content.Shared.Trigger.Components.Effects;
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using Content.Shared.Weather;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Trigger.Systems;
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public sealed class WeatherTriggerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedWeatherSystem _weather = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WeatherOnTriggerComponent, TriggerEvent>(OnTrigger);
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}
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private void OnTrigger(Entity<WeatherOnTriggerComponent> ent, ref TriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key))
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return;
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var target = ent.Comp.TargetUser ? args.User : ent.Owner;
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if (target == null)
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return;
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var xform = Transform(target.Value);
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if (ent.Comp.Weather == null) //Clear weather if nothing is set
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{
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_weather.SetWeather(xform.MapID, null, null);
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return;
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}
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var endTime = ent.Comp.Duration == null ? null : ent.Comp.Duration + _timing.CurTime;
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if (_prototypeManager.Resolve(ent.Comp.Weather, out var weatherPrototype))
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_weather.SetWeather(xform.MapID, weatherPrototype, endTime);
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}
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}
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