Files
tbd-station-14/Content.Server/Atmos/EntitySystems/FirestarterSystem.cs
metalgearsloth a6ea8b210d Firestarter fixes (#24647)
* Firestarter fixes

- Actually networks the action.
- Namespace fixes.

* No networky for you
2024-02-01 00:01:52 +11:00

63 lines
2.2 KiB
C#

using Content.Server.Atmos.Components;
using Content.Shared.Actions.Events;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
namespace Content.Server.Atmos.EntitySystems;
/// <summary>
/// Adds an action ability that will cause all flammable targets in a radius to ignite, also heals the owner
/// of the component when used.
/// </summary>
public sealed class FirestarterSystem : SharedFirestarterSystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FlammableSystem _flammable = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
private readonly HashSet<Entity<FlammableComponent>> _flammables = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FirestarterComponent, FireStarterActionEvent>(OnStartFire);
}
/// <summary>
/// Checks Radius for igniting nearby flammable objects
/// </summary>
private void OnStartFire(EntityUid uid, FirestarterComponent component, FireStarterActionEvent args)
{
if (_container.IsEntityOrParentInContainer(uid))
return;
var xform = Transform(uid);
var ignitionRadius = component.IgnitionRadius;
IgniteNearby(uid, xform.Coordinates, args.Severity, ignitionRadius);
_audio.PlayPvs(component.IgniteSound, uid);
args.Handled = true;
}
/// <summary>
/// Ignites flammable objects within range.
/// </summary>
public void IgniteNearby(EntityUid uid, EntityCoordinates coordinates, float severity, float radius)
{
_flammables.Clear();
_lookup.GetEntitiesInRange(coordinates, radius, _flammables);
foreach (var flammable in _flammables)
{
var ent = flammable.Owner;
var stackAmount = 2 + (int) (severity / 0.15f);
_flammable.AdjustFireStacks(ent, stackAmount, flammable);
_flammable.Ignite(ent, uid, flammable);
}
}
}