Files
tbd-station-14/Content.Server/Radiation/RadiationPulseSystem.cs
2022-03-03 21:18:35 +11:00

56 lines
2.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Shared.Radiation;
using Content.Shared.Sound;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.Radiation
{
[UsedImplicitly]
public sealed class RadiationPulseSystem : EntitySystem
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
private const float RadiationCooldown = 1.0f;
private float _accumulator;
public override void Update(float frameTime)
{
base.Update(frameTime);
_accumulator += frameTime;
while (_accumulator > RadiationCooldown)
{
_accumulator -= RadiationCooldown;
// All code here runs effectively every RadiationCooldown seconds, so use that as the "frame time".
foreach (var comp in EntityManager.EntityQuery<RadiationPulseComponent>())
{
comp.Update(RadiationCooldown);
var ent = comp.Owner;
if (Deleted(ent)) continue;
foreach (var entity in _lookup.GetEntitiesInRange(_entMan.GetComponent<TransformComponent>(ent).Coordinates, comp.Range))
{
// For now at least still need this because it uses a list internally then returns and this may be deleted before we get to it.
if ((!_entMan.EntityExists(entity) ? EntityLifeStage.Deleted : _entMan.GetComponent<MetaDataComponent>(entity).EntityLifeStage) >= EntityLifeStage.Deleted) continue;
// Note: Radiation is liable for a refactor (stinky Sloth coding a basic version when he did StationEvents)
// so this ToArray doesn't really matter.
foreach (var radiation in _entMan.GetComponents<IRadiationAct>(entity).ToArray())
{
radiation.RadiationAct(RadiationCooldown, comp);
}
}
}
}
}
}
}