The flammable effect does it but we don't do it here for reasons. Sometimes this heisentests.
49 lines
2.0 KiB
C#
49 lines
2.0 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EntityEffects.Effects
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{
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[UsedImplicitly]
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public sealed partial class FlammableReaction : EntityEffect
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{
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[DataField]
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public float Multiplier = 0.05f;
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// The fire stack multiplier if fire stacks already exist on target, only works if 0 or greater
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[DataField]
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public float MultiplierOnExisting = -1f;
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public override bool ShouldLog => true;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-flammable-reaction", ("chance", Probability));
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public override LogImpact LogImpact => LogImpact.Medium;
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public override void Effect(EntityEffectBaseArgs args)
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{
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if (!args.EntityManager.TryGetComponent(args.TargetEntity, out FlammableComponent? flammable))
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return;
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// Sets the multiplier for FireStacks to MultiplierOnExisting is 0 or greater and target already has FireStacks
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var multiplier = flammable.FireStacks != 0f && MultiplierOnExisting >= 0 ? MultiplierOnExisting : Multiplier;
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var quantity = 1f;
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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quantity = reagentArgs.Quantity.Float();
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reagentArgs.EntityManager.System<FlammableSystem>().AdjustFireStacks(args.TargetEntity, quantity * multiplier, flammable);
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if (reagentArgs.Reagent != null)
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reagentArgs.Source?.RemoveReagent(reagentArgs.Reagent.ID, reagentArgs.Quantity);
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}
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else
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{
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args.EntityManager.System<FlammableSystem>().AdjustFireStacks(args.TargetEntity, multiplier, flammable);
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}
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}
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}
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}
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