* Remove IClientSingularityInstance * In and out 5 minute refactor * Component states for singularity distortion * Fix distortion states * Address reviews
66 lines
2.0 KiB
C#
66 lines
2.0 KiB
C#
using System.Linq;
|
|
using Content.Shared.Radiation;
|
|
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
|
|
{
|
|
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);
|
|
|
|
var lookupSystem = IoCManager.Resolve<IEntityLookup>();
|
|
|
|
foreach (var comp in ComponentManager.EntityQuery<RadiationPulseComponent>(true))
|
|
{
|
|
comp.Update(frameTime);
|
|
var ent = comp.Owner;
|
|
|
|
if (ent.Deleted) continue;
|
|
|
|
foreach (var entity in lookupSystem.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range, true))
|
|
{
|
|
if (entity.Deleted) continue;
|
|
|
|
foreach (var radiation in entity.GetAllComponents<IRadiationAct>().ToArray())
|
|
{
|
|
radiation.RadiationAct(frameTime, comp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|