* make landmine work on stepping off * update methods naming * made both step modes possible * updated stepoff event raise to not interfere with game physics internals * added comments * figuring out how audiosystem works * added beep sound effect, updated how stepoff trigger works to make it more consistent * updated source in attributions.yml * made stepoff working every time * introduced suggested changes * updated janitor's WetSignMine to have audio * made cleaner events and bashing my head at OnEndCollide event raise * inverted conditional where applicable * review --------- Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.StepTrigger.Systems;
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namespace Content.Server.Tiles;
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public sealed class LavaSystem : EntitySystem
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{
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[Dependency] private readonly FlammableSystem _flammable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LavaComponent, StepTriggeredOffEvent>(OnLavaStepTriggered);
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SubscribeLocalEvent<LavaComponent, StepTriggerAttemptEvent>(OnLavaStepTriggerAttempt);
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}
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private void OnLavaStepTriggerAttempt(EntityUid uid, LavaComponent component, ref StepTriggerAttemptEvent args)
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{
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if (!HasComp<FlammableComponent>(args.Tripper))
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return;
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args.Continue = true;
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}
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private void OnLavaStepTriggered(EntityUid uid, LavaComponent component, ref StepTriggeredOffEvent args)
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{
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var otherUid = args.Tripper;
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if (TryComp<FlammableComponent>(otherUid, out var flammable))
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{
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// Apply the fury of a thousand suns
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var multiplier = flammable.FireStacks == 0f ? 5f : 1f;
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_flammable.AdjustFireStacks(otherUid, component.FireStacks * multiplier, flammable);
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_flammable.Ignite(otherUid, uid, flammable);
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}
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}
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}
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