Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/StationEvents/RadiationPulseSystem.cs
Víctor Aguilera Puerto 6ec2939f15 Refactors radiation (#2009)
* Work on refactoring radiation.

* mmmm grayons

* fixes

* Now you can specify whether the pulse will decay or not

* whoops

* Move IRadiationAct to shared, make DamageableComponent implement it instead and add metallic resistances to walls

* General improvements, send draw and decay with state. Rename DPS to RadsPerSecond

* E N T I T Y  C O O R D I N A T E S

* Entity coordinates goood

* Remove unused using statements

* resistances: metallicResistances

* - type: Breakable moment

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-21 01:49:40 +02:00

57 lines
2.0 KiB
C#

using Content.Server.GameObjects.Components.StationEvents;
using Content.Shared.Interfaces.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.StationEvents
{
[UsedImplicitly]
public sealed class RadiationPulseSystem : EntitySystem
{
private const string RadiationPrototype = "RadiationPulse";
public IEntity RadiationPulse(EntityCoordinates coordinates, float range, int dps, bool decay = true, float minPulseLifespan = 0.8f, float maxPulseLifespan = 2.5f, string sound = null)
{
var radiationEntity = EntityManager.SpawnEntity(RadiationPrototype, coordinates);
var radiation = radiationEntity.GetComponent<RadiationPulseComponent>();
radiation.Range = range;
radiation.RadsPerSecond = dps;
radiation.Draw = false;
radiation.Decay = decay;
radiation.MinPulseLifespan = minPulseLifespan;
radiation.MaxPulseLifespan = maxPulseLifespan;
radiation.Sound = sound;
radiation.DoPulse();
return radiationEntity;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in ComponentManager.EntityQuery<RadiationPulseComponent>())
{
comp.Update(frameTime);
var ent = comp.Owner;
if (ent.Deleted) continue;
foreach (var entity in EntityManager.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range, true))
{
if (entity.Deleted) continue;
foreach (var radiation in entity.GetAllComponents<IRadiationAct>())
{
radiation.RadiationAct(frameTime, comp);
}
}
}
}
}
}