Files
tbd-station-14/Content.Server/Atmos/EntitySystems/FlammableSystem.cs
Arendian 6bf6994298 Incendiary projectiles and lava firestack reduction (#23479)
* Firestack reduction and FireStackOnHit added

* Slight lava tweak

* Remove component and tweaked incendiary pellets

* Incendiary grenade tweak

* Now ignites on projectile fixture or ignition fixture + incendiary grenade tweak

* flare shells now  ignite entities again

* Comment

* undo flare gun ignite
2024-01-08 00:41:42 -05:00

417 lines
16 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.IgnitionSource;
using Content.Server.Stunnable;
using Content.Server.Temperature.Components;
using Content.Server.Temperature.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Rejuvenate;
using Content.Shared.Temperature;
using Content.Shared.Throwing;
using Content.Shared.Timing;
using Content.Shared.Toggleable;
using Content.Shared.Weapons.Melee.Events;
using Robust.Server.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Random;
namespace Content.Server.Atmos.EntitySystems
{
public sealed class FlammableSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
[Dependency] private readonly IgnitionSourceSystem _ignitionSourceSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly FixtureSystem _fixture = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public const float MinimumFireStacks = -10f;
public const float MaximumFireStacks = 20f;
private const float UpdateTime = 1f;
public const float MinIgnitionTemperature = 373.15f;
public const string FlammableFixtureID = "flammable";
private float _timer;
private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
public override void Initialize()
{
UpdatesAfter.Add(typeof(AtmosphereSystem));
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<FlammableComponent, IsHotEvent>(OnIsHot);
SubscribeLocalEvent<FlammableComponent, TileFireEvent>(OnTileFire);
SubscribeLocalEvent<FlammableComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<IgniteOnCollideComponent, StartCollideEvent>(IgniteOnCollide);
SubscribeLocalEvent<IgniteOnCollideComponent, LandEvent>(OnIgniteLand);
SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<ExtinguishOnInteractComponent, ActivateInWorldEvent>(OnExtinguishActivateInWorld);
}
private void OnMeleeHit(EntityUid uid, IgniteOnMeleeHitComponent component, MeleeHitEvent args)
{
foreach (var entity in args.HitEntities)
{
if (!TryComp<FlammableComponent>(entity, out var flammable))
continue;
AdjustFireStacks(entity, component.FireStacks, flammable);
if (component.FireStacks >= 0)
Ignite(entity, args.Weapon, flammable, args.User);
}
}
private void OnIgniteLand(EntityUid uid, IgniteOnCollideComponent component, ref LandEvent args)
{
RemCompDeferred<IgniteOnCollideComponent>(uid);
}
private void IgniteOnCollide(EntityUid uid, IgniteOnCollideComponent component, ref StartCollideEvent args)
{
if (!args.OtherFixture.Hard || component.Count == 0)
return;
var otherEnt = args.OtherEntity;
if (!EntityManager.TryGetComponent(otherEnt, out FlammableComponent? flammable))
return;
//Only ignite when the colliding fixture is projectile or ignition.
if (args.OurFixtureId != component.FixtureId && args.OurFixtureId != SharedProjectileSystem.ProjectileFixture)
{
return;
}
flammable.FireStacks += component.FireStacks;
Ignite(otherEnt, uid, flammable);
component.Count--;
if (component.Count == 0)
RemCompDeferred<IgniteOnCollideComponent>(uid);
}
private void OnMapInit(EntityUid uid, FlammableComponent component, MapInitEvent args)
{
// Sets up a fixture for flammable collisions.
// TODO: Should this be generalized into a general non-hard 'effects' fixture or something? I can't think of other use cases for it.
// This doesn't seem great either (lots more collisions generated) but there isn't a better way to solve it either that I can think of.
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, FlammableFixtureID, hard: false,
collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
}
private void OnInteractUsing(EntityUid uid, FlammableComponent flammable, InteractUsingEvent args)
{
if (args.Handled)
return;
var isHotEvent = new IsHotEvent();
RaiseLocalEvent(args.Used, isHotEvent);
if (!isHotEvent.IsHot)
return;
Ignite(uid, args.Used, flammable, args.User);
args.Handled = true;
}
private void OnExtinguishActivateInWorld(EntityUid uid, ExtinguishOnInteractComponent component, ActivateInWorldEvent args)
{
if (args.Handled)
return;
if (!TryComp(uid, out FlammableComponent? flammable))
return;
if (!flammable.OnFire)
return;
args.Handled = true;
if (!TryComp(uid, out UseDelayComponent? useDelay) || !_useDelay.TryResetDelay((uid, useDelay), true))
return;
_audio.PlayPvs(component.ExtinguishAttemptSound, uid);
if (_random.Prob(component.Probability))
{
AdjustFireStacks(uid, component.StackDelta, flammable);
}
else
{
_popup.PopupEntity(Loc.GetString(component.ExtinguishFailed), uid);
}
}
private void OnCollide(EntityUid uid, FlammableComponent flammable, ref StartCollideEvent args)
{
var otherUid = args.OtherEntity;
// Collisions cause events to get raised directed at both entities. We only want to handle this collision
// once, hence the uid check.
if (otherUid.Id < uid.Id)
return;
// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
// which don't collide with one another, shouldn't work here.
if (args.OtherFixtureId != FlammableFixtureID && args.OurFixtureId != FlammableFixtureID)
return;
if (!flammable.FireSpread)
return;
if (!TryComp(otherUid, out FlammableComponent? otherFlammable) || !otherFlammable.FireSpread)
return;
if (!flammable.OnFire && !otherFlammable.OnFire)
return; // Neither are on fire
if (flammable.OnFire && otherFlammable.OnFire)
{
// Both are on fire -> equalize fire stacks.
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
UpdateAppearance(uid, flammable);
UpdateAppearance(otherUid, otherFlammable);
return;
}
// Only one is on fire -> attempt to spread the fire.
if (flammable.OnFire)
{
otherFlammable.FireStacks += flammable.FireStacks / 2;
Ignite(otherUid, uid, otherFlammable);
if (flammable.CanExtinguish)
{
flammable.FireStacks /= 2;
UpdateAppearance(uid, flammable);
}
}
else
{
flammable.FireStacks += otherFlammable.FireStacks / 2;
Ignite(uid, otherUid, flammable);
if (otherFlammable.CanExtinguish)
{
otherFlammable.FireStacks /= 2;
UpdateAppearance(otherUid, otherFlammable);
}
}
}
private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
{
args.IsHot = flammable.OnFire;
}
private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
{
var tempDelta = args.Temperature - MinIgnitionTemperature;
_fireEvents.TryGetValue(ent, out var maxTemp);
if (tempDelta > maxTemp)
_fireEvents[ent] = tempDelta;
}
private void OnRejuvenate(EntityUid uid, FlammableComponent component, RejuvenateEvent args)
{
Extinguish(uid, component);
}
public void UpdateAppearance(EntityUid uid, FlammableComponent? flammable = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref flammable, ref appearance))
return;
_appearance.SetData(uid, FireVisuals.OnFire, flammable.OnFire, appearance);
_appearance.SetData(uid, FireVisuals.FireStacks, flammable.FireStacks, appearance);
// Also enable toggleable-light visuals
// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
}
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null)
{
if (!Resolve(uid, ref flammable))
return;
flammable.FireStacks = MathF.Min(MathF.Max(MinimumFireStacks, flammable.FireStacks + relativeFireStacks), MaximumFireStacks);
if (flammable.OnFire && flammable.FireStacks <= 0)
Extinguish(uid, flammable);
else
UpdateAppearance(uid, flammable);
}
public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
{
if (!Resolve(uid, ref flammable))
return;
if (!flammable.OnFire || !flammable.CanExtinguish)
return;
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):entity} stopped being on fire damage");
flammable.OnFire = false;
flammable.FireStacks = 0;
_ignitionSourceSystem.SetIgnited(uid, false);
UpdateAppearance(uid, flammable);
}
public void Ignite(EntityUid uid, EntityUid ignitionSource, FlammableComponent? flammable = null,
EntityUid? ignitionSourceUser = null)
{
if (!Resolve(uid, ref flammable))
return;
if (flammable.AlwaysCombustible)
{
flammable.FireStacks = Math.Max(flammable.FirestacksOnIgnite, flammable.FireStacks);
}
if (flammable.FireStacks > 0 && !flammable.OnFire)
{
if (ignitionSourceUser != null)
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSourceUser.Value):actor} with {ToPrettyString(ignitionSource):tool}");
else
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSource):actor}");
flammable.OnFire = true;
}
UpdateAppearance(uid, flammable);
}
public void Resist(EntityUid uid,
FlammableComponent? flammable = null)
{
if (!Resolve(uid, ref flammable))
return;
if (!flammable.OnFire || !_actionBlockerSystem.CanInteract(uid, null) || flammable.Resisting)
return;
flammable.Resisting = true;
_popup.PopupEntity(Loc.GetString("flammable-component-resist-message"), uid, uid);
_stunSystem.TryParalyze(uid, TimeSpan.FromSeconds(2f), true);
// TODO FLAMMABLE: Make this not use TimerComponent...
uid.SpawnTimer(2000, () =>
{
flammable.Resisting = false;
flammable.FireStacks -= 1f;
UpdateAppearance(uid, flammable);
});
}
public override void Update(float frameTime)
{
// process all fire events
foreach (var (flammable, deltaTemp) in _fireEvents)
{
// 100 -> 1, 200 -> 2, 400 -> 3...
var fireStackMod = Math.Max(MathF.Log2(deltaTemp / 100) + 1, 0);
var fireStackDelta = fireStackMod - flammable.Comp.FireStacks;
var flammableEntity = flammable.Owner;
if (fireStackDelta > 0)
{
AdjustFireStacks(flammableEntity, fireStackDelta, flammable);
}
Ignite(flammableEntity, flammableEntity, flammable);
}
_fireEvents.Clear();
_timer += frameTime;
if (_timer < UpdateTime)
return;
_timer -= UpdateTime;
// TODO: This needs cleanup to take off the crust from TemperatureComponent and shit.
var query = EntityQueryEnumerator<FlammableComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var flammable, out _))
{
// Slowly dry ourselves off if wet.
if (flammable.FireStacks < 0)
{
flammable.FireStacks = MathF.Min(0, flammable.FireStacks + 1);
}
if (!flammable.OnFire)
{
_alertsSystem.ClearAlert(uid, AlertType.Fire);
continue;
}
_alertsSystem.ShowAlert(uid, AlertType.Fire);
if (flammable.FireStacks > 0)
{
var air = _atmosphereSystem.GetContainingMixture(uid);
// If we're in an oxygenless environment, put the fire out.
if (air == null || air.GetMoles(Gas.Oxygen) < 1f)
{
Extinguish(uid, flammable);
continue;
}
EnsureComp<IgnitionSourceComponent>(uid);
_ignitionSourceSystem.SetIgnited(uid);
var damageScale = MathF.Min( flammable.FireStacks, 5);
if (TryComp(uid, out TemperatureComponent? temp))
_temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp);
_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale);
AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable);
}
else
{
Extinguish(uid, flammable);
}
}
}
}
}