56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using Content.Server.Lightning;
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using Content.Server.Tesla.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// Fires electric arcs at surrounding objects.
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/// </summary>
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public sealed class LightningArcShooterSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly LightningSystem _lightning = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightningArcShooterComponent, MapInitEvent>(OnShooterMapInit);
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SubscribeLocalEvent<LightningArcShooterComponent, EntityUnpausedEvent>(OnShooterUnpaused);
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}
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private void OnShooterMapInit(EntityUid uid, LightningArcShooterComponent component, ref MapInitEvent args)
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{
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component.NextShootTime = _gameTiming.CurTime + TimeSpan.FromSeconds(component.ShootMaxInterval);
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}
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private void OnShooterUnpaused(EntityUid uid, LightningArcShooterComponent component, ref EntityUnpausedEvent args)
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{
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component.NextShootTime += args.PausedTime;
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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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var query = EntityQueryEnumerator<LightningArcShooterComponent>();
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while (query.MoveNext(out var uid, out var arcShooter))
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{
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if (arcShooter.NextShootTime > _gameTiming.CurTime)
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continue;
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ArcShoot(uid, arcShooter);
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var delay = TimeSpan.FromSeconds(_random.NextFloat(arcShooter.ShootMinInterval, arcShooter.ShootMaxInterval));
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arcShooter.NextShootTime += delay;
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}
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}
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private void ArcShoot(EntityUid uid, LightningArcShooterComponent component)
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{
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var arcs = _random.Next(1, component.MaxLightningArc);
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_lightning.ShootRandomLightnings(uid, component.ShootRange, arcs, component.LightningPrototype, component.ArcDepth);
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}
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}
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