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