Files
tbd-station-14/Content.Server/IgnitionSource/IgnitionSourceSystem.cs
2023-10-19 12:34:31 -07:00

59 lines
1.7 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Shared.Temperature;
using Robust.Server.GameObjects;
namespace Content.Server.IgnitionSource;
/// <summary>
/// This handles ignition, Jez basically coded this.
/// </summary>
///
public sealed class IgnitionSourceSystem : EntitySystem
{
/// <inheritdoc/>
///
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IgnitionSourceComponent,IsHotEvent>(OnIsHot);
}
private void OnIsHot(EntityUid uid, IgnitionSourceComponent component, IsHotEvent args)
{
SetIgnited(uid, args.IsHot, component);
}
/// <summary>
/// Simply sets the ignited field to the ignited param.
/// </summary>
public void SetIgnited(EntityUid uid, bool ignited = true, IgnitionSourceComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
comp.Ignited = ignited;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<IgnitionSourceComponent, TransformComponent>();
while (query.MoveNext(out var source, out var component, out var transform))
{
if (!component.Ignited)
continue;
if (transform.GridUid is { } gridUid)
{
var position = _transformSystem.GetGridOrMapTilePosition(source, transform);
_atmosphereSystem.HotspotExpose(gridUid, position, component.Temperature, 50, source, true);
}
}
}
}