56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Timing;
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using Robust.Shared.Audio;
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using Robust.Shared.Timing;
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namespace Content.Server.IgnitionSource;
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/// <summary>
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/// Handles igniting when triggered and stopping ignition after the delay.
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/// </summary>
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public sealed class IgniteOnTriggerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IgnitionSourceSystem _source = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IgniteOnTriggerComponent, TriggerEvent>(OnTrigger);
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}
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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var query = EntityQueryEnumerator<IgniteOnTriggerComponent, IgnitionSourceComponent>();
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while (query.MoveNext(out var uid, out var comp, out var source))
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{
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if (!source.Ignited)
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continue;
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if (_timing.CurTime < comp.IgnitedUntil)
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continue;
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_source.SetIgnited(uid, false, source);
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}
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}
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private void OnTrigger(EntityUid uid, IgniteOnTriggerComponent comp, TriggerEvent args)
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{
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// prevent spamming sound and ignition
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TryComp<UseDelayComponent>(uid, out var delay);
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if (_useDelay.ActiveDelay(uid, delay))
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return;
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_source.SetIgnited(uid);
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_audio.PlayPvs(comp.IgniteSound, uid);
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_useDelay.BeginDelay(uid, delay);
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comp.IgnitedUntil = _timing.CurTime + comp.IgnitedTime;
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}
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}
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